// Copyright (C) 1999-2000 Id Software, Inc. // // bg_pmove.c -- both games player movement code // takes a playerstate and a usercmd as input and returns a modifed playerstate #include "q_shared.h" #include "bg_public.h" #include "bg_local.h" #define MAX_WEAPON_CHARGE_TIME 5000 pmove_t *pm; pml_t pml; qboolean gPMDoSlowFall = qfalse; // movement parameters float pm_stopspeed = 100.0f; float pm_duckScale = 0.50f; float pm_swimScale = 0.50f; float pm_wadeScale = 0.70f; float pm_accelerate = 10.0f; float pm_airaccelerate = 1.0f; float pm_wateraccelerate = 4.0f; float pm_flyaccelerate = 8.0f; float pm_friction = 6.0f; float pm_waterfriction = 1.0f; float pm_flightfriction = 3.0f; float pm_spectatorfriction = 5.0f; int c_pmove = 0; float forceSpeedLevels[4] = { 1, //rank 0? 1.25, 1.5, 1.75 }; int forcePowerNeeded[NUM_FORCE_POWER_LEVELS][NUM_FORCE_POWERS] = { { //nothing should be usable at rank 0.. 999,//FP_HEAL,//instant 999,//FP_LEVITATION,//hold/duration 999,//FP_SPEED,//duration 999,//FP_PUSH,//hold/duration 999,//FP_PULL,//hold/duration 999,//FP_TELEPATHY,//instant 999,//FP_GRIP,//hold/duration 999,//FP_LIGHTNING,//hold/duration 999,//FP_RAGE,//duration 999,//FP_PROTECT,//duration 999,//FP_ABSORB,//duration 999,//FP_TEAM_HEAL,//instant 999,//FP_TEAM_FORCE,//instant 999,//FP_DRAIN,//hold/duration 999,//FP_SEE,//duration 999,//FP_SABERATTACK, 999,//FP_SABERDEFEND, 999//FP_SABERTHROW, //NUM_FORCE_POWERS }, { 65,//FP_HEAL,//instant //was 25, but that was way too little 10,//FP_LEVITATION,//hold/duration 50,//FP_SPEED,//duration 20,//FP_PUSH,//hold/duration 20,//FP_PULL,//hold/duration 20,//FP_TELEPATHY,//instant 30,//FP_GRIP,//hold/duration 1,//FP_LIGHTNING,//hold/duration 50,//FP_RAGE,//duration 50,//FP_PROTECT,//duration 50,//FP_ABSORB,//duration 50,//FP_TEAM_HEAL,//instant 50,//FP_TEAM_FORCE,//instant 20,//FP_DRAIN,//hold/duration 20,//FP_SEE,//duration 0,//FP_SABERATTACK, 2,//FP_SABERDEFEND, 20//FP_SABERTHROW, //NUM_FORCE_POWERS }, { 60,//FP_HEAL,//instant 10,//FP_LEVITATION,//hold/duration 50,//FP_SPEED,//duration 20,//FP_PUSH,//hold/duration 20,//FP_PULL,//hold/duration 20,//FP_TELEPATHY,//instant 30,//FP_GRIP,//hold/duration 1,//FP_LIGHTNING,//hold/duration 50,//FP_RAGE,//duration 25,//FP_PROTECT,//duration 25,//FP_ABSORB,//duration 33,//FP_TEAM_HEAL,//instant 33,//FP_TEAM_FORCE,//instant 20,//FP_DRAIN,//hold/duration 20,//FP_SEE,//duration 0,//FP_SABERATTACK, 1,//FP_SABERDEFEND, 20//FP_SABERTHROW, //NUM_FORCE_POWERS }, { 50,//FP_HEAL,//instant //You get 5 points of health.. for 50 force points! 10,//FP_LEVITATION,//hold/duration 50,//FP_SPEED,//duration 20,//FP_PUSH,//hold/duration 20,//FP_PULL,//hold/duration 20,//FP_TELEPATHY,//instant 60,//FP_GRIP,//hold/duration 1,//FP_LIGHTNING,//hold/duration 50,//FP_RAGE,//duration 10,//FP_PROTECT,//duration 10,//FP_ABSORB,//duration 25,//FP_TEAM_HEAL,//instant 25,//FP_TEAM_FORCE,//instant 20,//FP_DRAIN,//hold/duration 20,//FP_SEE,//duration 0,//FP_SABERATTACK, 0,//FP_SABERDEFEND, 20//FP_SABERTHROW, //NUM_FORCE_POWERS } }; float forceJumpHeight[NUM_FORCE_POWER_LEVELS] = { 32,//normal jump (+stepheight+crouchdiff = 66) 96,//(+stepheight+crouchdiff = 130) 192,//(+stepheight+crouchdiff = 226) 384//(+stepheight+crouchdiff = 418) }; float forceJumpStrength[NUM_FORCE_POWER_LEVELS] = { JUMP_VELOCITY,//normal jump 420, 590, 840 }; int PM_GetSaberStance(void) { if (pm->ps->fd.saberAnimLevel == FORCE_LEVEL_2) { //medium return BOTH_STAND2; } if (pm->ps->fd.saberAnimLevel == FORCE_LEVEL_3) { //strong return BOTH_SABERSLOW_STANCE; } //fast return BOTH_SABERFAST_STANCE; } qboolean PM_DoSlowFall(void) { if ( ( (pm->ps->legsAnim&~ANIM_TOGGLEBIT) == BOTH_WALL_RUN_RIGHT || (pm->ps->legsAnim&~ANIM_TOGGLEBIT) == BOTH_WALL_RUN_LEFT ) && pm->ps->legsTimer > 500 ) { return qtrue; } return qfalse; } /* =============== PM_AddEvent =============== */ void PM_AddEvent( int newEvent ) { BG_AddPredictableEventToPlayerstate( newEvent, 0, pm->ps ); } void PM_AddEventWithParm( int newEvent, int parm ) { BG_AddPredictableEventToPlayerstate( newEvent, parm, pm->ps ); } /* =============== PM_AddTouchEnt =============== */ void PM_AddTouchEnt( int entityNum ) { int i; if ( entityNum == ENTITYNUM_WORLD ) { return; } if ( pm->numtouch == MAXTOUCH ) { return; } // see if it is already added for ( i = 0 ; i < pm->numtouch ; i++ ) { if ( pm->touchents[ i ] == entityNum ) { return; } } // add it pm->touchents[pm->numtouch] = entityNum; pm->numtouch++; } /* ================== PM_ClipVelocity Slide off of the impacting surface ================== */ void PM_ClipVelocity( vec3_t in, vec3_t normal, vec3_t out, float overbounce ) { float backoff; float change; int i; backoff = DotProduct (in, normal); if ( backoff < 0 ) { backoff *= overbounce; } else { backoff /= overbounce; } for ( i=0 ; i<3 ; i++ ) { change = normal[i]*backoff; out[i] = in[i] - change; } } /* ================== PM_Friction Handles both ground friction and water friction ================== */ static void PM_Friction( void ) { vec3_t vec; float *vel; float speed, newspeed, control; float drop; vel = pm->ps->velocity; VectorCopy( vel, vec ); if ( pml.walking ) { vec[2] = 0; // ignore slope movement } speed = VectorLength(vec); if (speed < 1) { vel[0] = 0; vel[1] = 0; // allow sinking underwater // FIXME: still have z friction underwater? return; } drop = 0; // apply ground friction if ( pm->waterlevel <= 1 ) { if ( pml.walking && !(pml.groundTrace.surfaceFlags & SURF_SLICK) ) { // if getting knocked back, no friction if ( ! (pm->ps->pm_flags & PMF_TIME_KNOCKBACK) ) { control = speed < pm_stopspeed ? pm_stopspeed : speed; drop += control*pm_friction*pml.frametime; } } } // apply water friction even if just wading if ( pm->waterlevel ) { drop += speed*pm_waterfriction*pm->waterlevel*pml.frametime; } if ( pm->ps->pm_type == PM_SPECTATOR || pm->ps->pm_type == PM_FLOAT ) { if (pm->ps->pm_type == PM_FLOAT) { //almost no friction while floating drop += speed*0.1*pml.frametime; } else { drop += speed*pm_spectatorfriction*pml.frametime; } } // scale the velocity newspeed = speed - drop; if (newspeed < 0) { newspeed = 0; } newspeed /= speed; vel[0] = vel[0] * newspeed; vel[1] = vel[1] * newspeed; vel[2] = vel[2] * newspeed; } /* ============== PM_Accelerate Handles user intended acceleration ============== */ static void PM_Accelerate( vec3_t wishdir, float wishspeed, float accel ) { #if 1 // q2 style int i; float addspeed, accelspeed, currentspeed; currentspeed = DotProduct (pm->ps->velocity, wishdir); addspeed = wishspeed - currentspeed; if (addspeed <= 0) { return; } accelspeed = accel*pml.frametime*wishspeed; if (accelspeed > addspeed) { accelspeed = addspeed; } for (i=0 ; i<3 ; i++) { pm->ps->velocity[i] += accelspeed*wishdir[i]; } #else // proper way (avoids strafe jump maxspeed bug), but feels bad vec3_t wishVelocity; vec3_t pushDir; float pushLen; float canPush; VectorScale( wishdir, wishspeed, wishVelocity ); VectorSubtract( wishVelocity, pm->ps->velocity, pushDir ); pushLen = VectorNormalize( pushDir ); canPush = accel*pml.frametime*wishspeed; if (canPush > pushLen) { canPush = pushLen; } VectorMA( pm->ps->velocity, canPush, pushDir, pm->ps->velocity ); #endif } /* ============ PM_CmdScale Returns the scale factor to apply to cmd movements This allows the clients to use axial -127 to 127 values for all directions without getting a sqrt(2) distortion in speed. ============ */ static float PM_CmdScale( usercmd_t *cmd ) { int max; float total; float scale; int umove = 0; //cmd->upmove; //don't factor upmove into scaling speed max = abs( cmd->forwardmove ); if ( abs( cmd->rightmove ) > max ) { max = abs( cmd->rightmove ); } if ( abs( umove ) > max ) { max = abs( umove ); } if ( !max ) { return 0; } total = sqrt( cmd->forwardmove * cmd->forwardmove + cmd->rightmove * cmd->rightmove + umove * umove ); scale = (float)pm->ps->speed * max / ( 127.0 * total ); return scale; } /* ================ PM_SetMovementDir Determine the rotation of the legs reletive to the facing dir ================ */ static void PM_SetMovementDir( void ) { if ( pm->cmd.forwardmove || pm->cmd.rightmove ) { if ( pm->cmd.rightmove == 0 && pm->cmd.forwardmove > 0 ) { pm->ps->movementDir = 0; } else if ( pm->cmd.rightmove < 0 && pm->cmd.forwardmove > 0 ) { pm->ps->movementDir = 1; } else if ( pm->cmd.rightmove < 0 && pm->cmd.forwardmove == 0 ) { pm->ps->movementDir = 2; } else if ( pm->cmd.rightmove < 0 && pm->cmd.forwardmove < 0 ) { pm->ps->movementDir = 3; } else if ( pm->cmd.rightmove == 0 && pm->cmd.forwardmove < 0 ) { pm->ps->movementDir = 4; } else if ( pm->cmd.rightmove > 0 && pm->cmd.forwardmove < 0 ) { pm->ps->movementDir = 5; } else if ( pm->cmd.rightmove > 0 && pm->cmd.forwardmove == 0 ) { pm->ps->movementDir = 6; } else if ( pm->cmd.rightmove > 0 && pm->cmd.forwardmove > 0 ) { pm->ps->movementDir = 7; } } else { // if they aren't actively going directly sideways, // change the animation to the diagonal so they // don't stop too crooked if ( pm->ps->movementDir == 2 ) { pm->ps->movementDir = 1; } else if ( pm->ps->movementDir == 6 ) { pm->ps->movementDir = 7; } } } #define METROID_JUMP 1 qboolean PM_ForceJumpingUp(void) { if ( !(pm->ps->fd.forcePowersActive&(1<ps->fd.forceJumpCharge ) {//already jumped and let go return qfalse; } if ( BG_InSpecialJump( pm->ps->legsAnim ) ) { return qfalse; } if (BG_SaberInSpecial(pm->ps->saberMove)) { return qfalse; } if (BG_SaberInSpecialAttack(pm->ps->legsAnim)) { return qfalse; } if (BG_HasYsalamiri(pm->gametype, pm->ps)) { return qfalse; } if (!BG_CanUseFPNow(pm->gametype, pm->ps, pm->cmd.serverTime, FP_LEVITATION)) { return qfalse; } if ( pm->ps->groundEntityNum == ENTITYNUM_NONE && //in air (pm->ps->pm_flags & PMF_JUMP_HELD) &&//forceJumpZStart && //jumped pm->ps->fd.forcePowerLevel[FP_LEVITATION] > FORCE_LEVEL_0 && //force-jump capable pm->ps->velocity[2] > 0 )//going up { return qtrue; } return qfalse; } static void PM_JumpForDir( void ) { int anim = BOTH_JUMP1; if ( pm->cmd.forwardmove > 0 ) { anim = BOTH_JUMP1; pm->ps->pm_flags &= ~PMF_BACKWARDS_JUMP; } else if ( pm->cmd.forwardmove < 0 ) { anim = BOTH_JUMPBACK1; pm->ps->pm_flags |= PMF_BACKWARDS_JUMP; } else if ( pm->cmd.rightmove > 0 ) { anim = BOTH_JUMPRIGHT1; pm->ps->pm_flags &= ~PMF_BACKWARDS_JUMP; } else if ( pm->cmd.rightmove < 0 ) { anim = BOTH_JUMPLEFT1; pm->ps->pm_flags &= ~PMF_BACKWARDS_JUMP; } else { anim = BOTH_JUMP1; pm->ps->pm_flags &= ~PMF_BACKWARDS_JUMP; } if(!BG_InDeathAnim(pm->ps->legsAnim)) { PM_SetAnim(SETANIM_LEGS,anim,SETANIM_FLAG_OVERRIDE, 100); // Only blend over 100ms } } void PM_SetPMViewAngle(playerState_t *ps, vec3_t angle, usercmd_t *ucmd) { int i; // set the delta angle for (i=0 ; i<3 ; i++) { int cmdAngle; cmdAngle = ANGLE2SHORT(angle[i]); ps->delta_angles[i] = cmdAngle - ucmd->angles[i]; } //VectorCopy( angle, ent->s.angles ); VectorCopy (angle, ps->viewangles); } qboolean PM_AdjustAngleForWallRun( playerState_t *ps, usercmd_t *ucmd, qboolean doMove ) { if (( (ps->legsAnim&~ANIM_TOGGLEBIT) == BOTH_WALL_RUN_RIGHT || (ps->legsAnim&~ANIM_TOGGLEBIT) == BOTH_WALL_RUN_LEFT ) && ps->legsTimer > 500 ) {//wall-running and not at end of anim //stick to wall, if there is one vec3_t rt, traceTo, mins, maxs, fwdAngles; trace_t trace; float dist, yawAdjust; VectorSet(mins, -15, -15, 0); VectorSet(maxs, 15, 15, 24); VectorSet(fwdAngles, 0, pm->ps->viewangles[YAW], 0); AngleVectors( fwdAngles, NULL, rt, NULL ); if ( (ps->legsAnim&~ANIM_TOGGLEBIT) == BOTH_WALL_RUN_RIGHT ) { dist = 128; yawAdjust = -90; } else { dist = -128; yawAdjust = 90; } VectorMA( ps->origin, dist, rt, traceTo ); pm->trace( &trace, ps->origin, mins, maxs, traceTo, ps->clientNum, MASK_PLAYERSOLID ); if ( trace.fraction < 1.0f ) {//still a wall there //FIXME: don't pull around 90 turns //FIXME: simulate stepping up steps here, somehow? if ( (ps->legsAnim&~ANIM_TOGGLEBIT) == BOTH_WALL_RUN_RIGHT ) { ucmd->rightmove = 127; } else { ucmd->rightmove = -127; } if ( ucmd->upmove < 0 ) { ucmd->upmove = 0; } //make me face perpendicular to the wall ps->viewangles[YAW] = vectoyaw( trace.plane.normal )+yawAdjust; //SetClientViewAngle( ent, ent->client->ps.viewangles ); PM_SetPMViewAngle(ps, ps->viewangles, ucmd); ucmd->angles[YAW] = ANGLE2SHORT( ps->viewangles[YAW] ) - ps->delta_angles[YAW]; if ( doMove ) { //push me forward vec3_t fwd; float zVel = ps->velocity[2]; if ( ps->legsTimer > 500 ) {//not at end of anim yet float speed = 175; fwdAngles[YAW] = ps->viewangles[YAW]; AngleVectors( fwdAngles, fwd, NULL, NULL ); //FIXME: or MA? if ( ucmd->forwardmove < 0 ) {//slower speed = 100; } else if ( ucmd->forwardmove > 0 ) { speed = 250;//running speed } VectorScale( fwd, speed, ps->velocity ); } ps->velocity[2] = zVel;//preserve z velocity //pull me toward the wall, too VectorMA( ps->velocity, dist, rt, ps->velocity ); } ucmd->forwardmove = 0; return qtrue; } else if ( doMove ) {//stop it if ( (ps->legsAnim&~ANIM_TOGGLEBIT) == BOTH_WALL_RUN_RIGHT ) { PM_SetAnim(SETANIM_BOTH, BOTH_WALL_RUN_RIGHT_STOP, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD, 0); } else if ( (ps->legsAnim&~ANIM_TOGGLEBIT) == BOTH_WALL_RUN_LEFT ) { PM_SetAnim(SETANIM_BOTH, BOTH_WALL_RUN_LEFT_STOP, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD, 0); } } } return qfalse; } /* ============= PM_CheckJump ============= */ static qboolean PM_CheckJump( void ) { if (pm->ps->usingATST) { return qfalse; } if (pm->ps->forceHandExtend == HANDEXTEND_KNOCKDOWN) { return qfalse; } //Don't allow jump until all buttons are up if ( pm->ps->pm_flags & PMF_RESPAWNED ) { return qfalse; } if ( PM_InKnockDown( pm->ps ) || BG_InRoll( pm->ps, pm->ps->legsAnim ) ) {//in knockdown return qfalse; } if (pm->ps->groundEntityNum != ENTITYNUM_NONE || pm->ps->origin[2] < pm->ps->fd.forceJumpZStart) { pm->ps->fd.forcePowersActive &= ~(1<cmd.buttons & BUTTON_FORCEJUMP ) { pm->ps->pm_flags |= PMF_JUMP_HELD; } */ if (pm->ps->fd.forcePowersActive & (1 << FP_LEVITATION)) { if (pm->ps->fd.forcePowerDebounce[FP_LEVITATION] < pm->cmd.serverTime) { BG_ForcePowerDrain( pm->ps, FP_LEVITATION, 5 ); if (pm->ps->fd.forcePowerLevel[FP_LEVITATION] >= FORCE_LEVEL_2) { pm->ps->fd.forcePowerDebounce[FP_LEVITATION] = pm->cmd.serverTime + 300; } else { pm->ps->fd.forcePowerDebounce[FP_LEVITATION] = pm->cmd.serverTime + 200; } } } if (pm->ps->forceJumpFlip) { int anim = BOTH_FORCEINAIR1; int parts = SETANIM_BOTH; if ( pm->cmd.forwardmove > 0 ) { anim = BOTH_FLIP_F; } else if ( pm->cmd.forwardmove < 0 ) { anim = BOTH_FLIP_B; } else if ( pm->cmd.rightmove > 0 ) { anim = BOTH_FLIP_R; } else if ( pm->cmd.rightmove < 0 ) { anim = BOTH_FLIP_L; } if ( pm->ps->weaponTime ) {//FIXME: really only care if we're in a saber attack anim... parts = SETANIM_LEGS; } PM_SetAnim( parts, anim, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD, 150 ); pm->ps->forceJumpFlip = qfalse; return qtrue; } #if METROID_JUMP if ( pm->waterlevel < 2 ) { if ( pm->ps->gravity > 0 ) {//can't do this in zero-G //FIXME: still able to pogo-jump... if ( PM_ForceJumpingUp() ) {//holding jump in air float curHeight = pm->ps->origin[2] - pm->ps->fd.forceJumpZStart; //check for max force jump level and cap off & cut z vel if ( ( curHeight<=forceJumpHeight[0] ||//still below minimum jump height (pm->ps->fd.forcePower&&pm->cmd.upmove>=10) ) &&////still have force power available and still trying to jump up curHeight < forceJumpHeight[pm->ps->fd.forcePowerLevel[FP_LEVITATION]] )//still below maximum jump height {//can still go up //FIXME: after a certain amount of time of held jump, play force jump sound and flip if a dir is being held //FIXME: if hit a wall... should we cut velocity or allow them to slide up it? //FIXME: constantly drain force power at a rate by which the usage for maximum height would use up the full cost of force jump if ( curHeight > forceJumpHeight[0] ) {//passed normal jump height *2? if ( !(pm->ps->fd.forcePowersActive&(1<ps->fd.forcePowersActive |= (1<ps->fd.forceJumpSound = 1; //play flip //FIXME: do this only when they stop the jump (below) or when they're just about to hit the peak of the jump if ((pm->cmd.forwardmove || pm->cmd.rightmove) && //pushing in a dir (pm->ps->legsAnim&~ANIM_TOGGLEBIT) != BOTH_FLIP_F &&//not already flipping (pm->ps->legsAnim&~ANIM_TOGGLEBIT) != BOTH_FLIP_B && (pm->ps->legsAnim&~ANIM_TOGGLEBIT) != BOTH_FLIP_R && (pm->ps->legsAnim&~ANIM_TOGGLEBIT) != BOTH_FLIP_L ) {//FIXME: this could end up playing twice if the jump is very long... int anim = BOTH_FORCEINAIR1; int parts = SETANIM_BOTH; if ( pm->cmd.forwardmove > 0 ) { anim = BOTH_FLIP_F; } else if ( pm->cmd.forwardmove < 0 ) { anim = BOTH_FLIP_B; } else if ( pm->cmd.rightmove > 0 ) { anim = BOTH_FLIP_R; } else if ( pm->cmd.rightmove < 0 ) { anim = BOTH_FLIP_L; } if ( pm->ps->weaponTime ) {//FIXME: really only care if we're in a saber attack anim... parts = SETANIM_LEGS; } PM_SetAnim( parts, anim, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD, 150 ); } else if ( pm->ps->fd.forcePowerLevel[FP_LEVITATION] > FORCE_LEVEL_1 ) {//FIXME: really want to know how far off ground we are, probably... vec3_t facingFwd, facingRight, facingAngles;// = {0, pm->ps->viewangles[YAW], 0}; int anim = -1; float dotR, dotF; VectorSet(facingAngles, 0, pm->ps->viewangles[YAW], 0); AngleVectors( facingAngles, facingFwd, facingRight, NULL ); dotR = DotProduct( facingRight, pm->ps->velocity ); dotF = DotProduct( facingFwd, pm->ps->velocity ); if ( fabs(dotR) > fabs(dotF) * 1.5 ) { if ( dotR > 150 ) { anim = BOTH_FORCEJUMPRIGHT1; } else if ( dotR < -150 ) { anim = BOTH_FORCEJUMPLEFT1; } } else { if ( dotF > 150 ) { anim = BOTH_FORCEJUMP1; } else if ( dotF < -150 ) { anim = BOTH_FORCEJUMPBACK1; } } if ( anim != -1 ) { int parts = SETANIM_BOTH; if ( pm->ps->weaponTime ) {//FIXME: really only care if we're in a saber attack anim... parts = SETANIM_LEGS; } PM_SetAnim( parts, anim, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD, 150 ); } } } else { if ( pm->ps->legsTimer < 1 ) {//not in the middle of a legsAnim int anim = (pm->ps->legsAnim&~ANIM_TOGGLEBIT); int newAnim = -1; switch ( anim ) { case BOTH_FORCEJUMP1: newAnim = BOTH_FORCELAND1;//BOTH_FORCEINAIR1; break; case BOTH_FORCEJUMPBACK1: newAnim = BOTH_FORCELANDBACK1;//BOTH_FORCEINAIRBACK1; break; case BOTH_FORCEJUMPLEFT1: newAnim = BOTH_FORCELANDLEFT1;//BOTH_FORCEINAIRLEFT1; break; case BOTH_FORCEJUMPRIGHT1: newAnim = BOTH_FORCELANDRIGHT1;//BOTH_FORCEINAIRRIGHT1; break; } if ( newAnim != -1 ) { int parts = SETANIM_BOTH; if ( pm->ps->weaponTime ) {//FIXME: really only care if we're in a saber attack anim... parts = SETANIM_LEGS; } PM_SetAnim( parts, newAnim, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD, 150 ); } } } } //need to scale this down, start with height velocity (based on max force jump height) and scale down to regular jump vel pm->ps->velocity[2] = (forceJumpHeight[pm->ps->fd.forcePowerLevel[FP_LEVITATION]]-curHeight)/forceJumpHeight[pm->ps->fd.forcePowerLevel[FP_LEVITATION]]*forceJumpStrength[pm->ps->fd.forcePowerLevel[FP_LEVITATION]];//JUMP_VELOCITY; pm->ps->velocity[2] /= 10; pm->ps->velocity[2] += JUMP_VELOCITY; pm->ps->pm_flags |= PMF_JUMP_HELD; } else if ( curHeight > forceJumpHeight[0] && curHeight < forceJumpHeight[pm->ps->fd.forcePowerLevel[FP_LEVITATION]] - forceJumpHeight[0] ) {//still have some headroom, don't totally stop it if ( pm->ps->velocity[2] > JUMP_VELOCITY ) { pm->ps->velocity[2] = JUMP_VELOCITY; } } else { //pm->ps->velocity[2] = 0; //rww - changed for the sake of balance in multiplayer if ( pm->ps->velocity[2] > JUMP_VELOCITY ) { pm->ps->velocity[2] = JUMP_VELOCITY; } } pm->cmd.upmove = 0; return qfalse; } /* else if ( pm->ps->groundEntityNum == ENTITYNUM_NONE ) { int legsAnim = (pm->ps->legsAnim&~ANIM_TOGGLEBIT); if ( legsAnim != BOTH_WALL_RUN_LEFT && legsAnim != BOTH_WALL_RUN_RIGHT ) {//special case.. these let you jump off a wall return qfalse; } } */ } } #endif //Not jumping if ( pm->cmd.upmove < 10 && pm->ps->groundEntityNum != ENTITYNUM_NONE) { return qfalse; } // must wait for jump to be released if ( pm->ps->pm_flags & PMF_JUMP_HELD ) { // clear upmove so cmdscale doesn't lower running speed pm->cmd.upmove = 0; return qfalse; } if ( pm->ps->gravity <= 0 ) {//in low grav, you push in the dir you're facing as long as there is something behind you to shove off of vec3_t forward, back; trace_t trace; AngleVectors( pm->ps->viewangles, forward, NULL, NULL ); VectorMA( pm->ps->origin, -8, forward, back ); pm->trace( &trace, pm->ps->origin, pm->mins, pm->maxs, back, pm->ps->clientNum, pm->tracemask ); if ( trace.fraction <= 1.0f ) { VectorMA( pm->ps->velocity, JUMP_VELOCITY*2, forward, pm->ps->velocity ); //FIXME: kicking off wall anim? At least check what anim we're in? PM_SetAnim(SETANIM_LEGS,BOTH_FORCEJUMP1,SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD|SETANIM_FLAG_RESTART, 150); }//else no surf close enough to push off of pm->cmd.upmove = 0; } else if ( pm->cmd.upmove > 0 && pm->waterlevel < 2 && pm->ps->fd.forcePowerLevel[FP_LEVITATION] > FORCE_LEVEL_0 && !(pm->ps->pm_flags&PMF_JUMP_HELD) /*&& WP_ForcePowerAvailable( pm->gent, FP_LEVITATION, 0 ) */ && pm->ps->weapon == WP_SABER && !BG_HasYsalamiri(pm->gametype, pm->ps) && BG_CanUseFPNow(pm->gametype, pm->ps, pm->cmd.serverTime, FP_LEVITATION) ) { if ( pm->ps->groundEntityNum != ENTITYNUM_NONE ) {//on the ground //check for left-wall and right-wall special jumps int anim = -1; float vertPush = 0; if ( pm->cmd.rightmove > 0 && pm->ps->fd.forcePowerLevel[FP_LEVITATION] > FORCE_LEVEL_1 ) {//strafing right if ( pm->cmd.forwardmove > 0 ) {//wall-run vertPush = forceJumpStrength[FORCE_LEVEL_2]/2.0f; anim = BOTH_WALL_RUN_RIGHT; } else if ( pm->cmd.forwardmove == 0 ) {//wall-flip vertPush = forceJumpStrength[FORCE_LEVEL_2]/2.25f; anim = BOTH_WALL_FLIP_RIGHT; } } else if ( pm->cmd.rightmove < 0 && pm->ps->fd.forcePowerLevel[FP_LEVITATION] > FORCE_LEVEL_1 ) {//strafing left if ( pm->cmd.forwardmove > 0 ) {//wall-run vertPush = forceJumpStrength[FORCE_LEVEL_2]/2.0f; anim = BOTH_WALL_RUN_LEFT; } else if ( pm->cmd.forwardmove == 0 ) {//wall-flip vertPush = forceJumpStrength[FORCE_LEVEL_2]/2.25f; anim = BOTH_WALL_FLIP_LEFT; } } /* else if ( pm->cmd.forwardmove > 0 && pm->ps->fd.forcePowerLevel[FP_LEVITATION] > FORCE_LEVEL_1 ) {//run up wall, flip backwards vertPush = forceJumpStrength[FORCE_LEVEL_2]/2.25f; anim = BOTH_WALL_FLIP_BACK1; } */ else if ( pm->cmd.forwardmove < 0 && !(pm->cmd.buttons&BUTTON_ATTACK) ) {//backflip vertPush = JUMP_VELOCITY; anim = BOTH_FLIP_BACK1;//PM_PickAnim( BOTH_FLIP_BACK1, BOTH_FLIP_BACK3 ); } /* else if ( VectorLengthSquared( pm->ps->velocity ) < 256 ) {//not moving if ( pm->ps->weapon == WP_SABER && (pm->cmd.buttons & BUTTON_ATTACK) && pm->ps->fd.saberAnimLevel == FORCE_LEVEL_2 ) {//butterfly... FIXME: does direction matter? vertPush = JUMP_VELOCITY; anim = BOTH_BUTTERFLY_LEFT; } } */ //FIXME: Do we want special moves in MP? vertPush += 128; //is gravity different in SP or something? if ( anim != -1 /*&& PM_HasAnimation( pm->gent, anim )*/ ) { vec3_t fwd, right, traceto, mins, maxs, fwdAngles; vec3_t idealNormal; trace_t trace; qboolean doTrace = qfalse; int contents = /*CONTENTS_SOLID*/MASK_PLAYERSOLID; VectorSet(mins, pm->mins[0],pm->mins[1],0); VectorSet(maxs, pm->maxs[0],pm->maxs[1],24); VectorSet(fwdAngles, 0, pm->ps->viewangles[YAW], 0); memset(&trace, 0, sizeof(trace)); //to shut the compiler up AngleVectors( fwdAngles, fwd, right, NULL ); //trace-check for a wall, if necc. switch ( anim ) { case BOTH_WALL_FLIP_LEFT: //contents |= CONTENTS_BODY; //NOTE: purposely falls through to next case! case BOTH_WALL_RUN_LEFT: doTrace = qtrue; VectorMA( pm->ps->origin, -16, right, traceto ); break; case BOTH_WALL_FLIP_RIGHT: //contents |= CONTENTS_BODY; //NOTE: purposely falls through to next case! case BOTH_WALL_RUN_RIGHT: doTrace = qtrue; VectorMA( pm->ps->origin, 16, right, traceto ); break; case BOTH_WALL_FLIP_BACK1: //contents |= CONTENTS_BODY; doTrace = qtrue; VectorMA( pm->ps->origin, 16, fwd, traceto ); break; } if ( doTrace ) { pm->trace( &trace, pm->ps->origin, mins, maxs, traceto, pm->ps->clientNum, contents ); VectorSubtract( pm->ps->origin, traceto, idealNormal ); VectorNormalize( idealNormal ); } // gentity_t *traceEnt = &g_entities[trace.entityNum]; //if ( !doTrace || (trace.fraction < 1.0f&&((trace.entityNums.solid!=SOLID_BMODEL)||DotProduct(trace.plane.normal,idealNormal)>0.7)) ) if ( !doTrace || (trace.fraction < 1.0f && (trace.entityNum < MAX_CLIENTS || DotProduct(trace.plane.normal,idealNormal) > 0.7)) ) {//there is a wall there int parts; //move me to side if ( anim == BOTH_WALL_FLIP_LEFT ) { pm->ps->velocity[0] = pm->ps->velocity[1] = 0; VectorMA( pm->ps->velocity, 150, right, pm->ps->velocity ); } else if ( anim == BOTH_WALL_FLIP_RIGHT ) { pm->ps->velocity[0] = pm->ps->velocity[1] = 0; VectorMA( pm->ps->velocity, -150, right, pm->ps->velocity ); } else if ( anim == BOTH_FLIP_BACK1 || anim == BOTH_FLIP_BACK2 || anim == BOTH_FLIP_BACK3 || anim == BOTH_WALL_FLIP_BACK1 ) { pm->ps->velocity[0] = pm->ps->velocity[1] = 0; VectorMA( pm->ps->velocity, -150, fwd, pm->ps->velocity ); } //kick if jumping off an ent /* if ( doTrace && anim != BOTH_WALL_RUN_LEFT && anim != BOTH_WALL_RUN_RIGHT ) { if ( pm->gent && trace.entityNum < ENTITYNUM_WORLD ) { if ( traceEnt && traceEnt->client && traceEnt->health && traceEnt->takedamage ) {//push them away and do pain vec3_t oppDir; float strength = VectorNormalize2( pm->ps->velocity, oppDir ); VectorScale( oppDir, -1, oppDir ); //FIXME: need knockdown anim G_Damage( traceEnt, pm->gent, pm->gent, oppDir, traceEnt->currentOrigin, 10, DAMAGE_NO_ARMOR|DAMAGE_NO_HIT_LOC|DAMAGE_NO_KNOCKBACK, MOD_MELEE ); NPC_SetAnim( traceEnt, SETANIM_BOTH, BOTH_KNOCKDOWN1, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD ); G_Throw( traceEnt, oppDir, strength ); G_Sound( traceEnt, G_SoundIndex( va("sound/weapons/melee/punch%d", Q_irand(1, 4)) ) ); } } } */ if ( doTrace && anim != BOTH_WALL_RUN_LEFT && anim != BOTH_WALL_RUN_RIGHT ) { if (trace.entityNum < MAX_CLIENTS) { pm->ps->forceKickFlip = trace.entityNum+1; //let the server know that this person gets kicked by this client } } //FIXMEFIXME //up if ( vertPush ) { pm->ps->velocity[2] = vertPush; pm->ps->fd.forcePowersActive |= (1 << FP_LEVITATION); } //animate me parts = SETANIM_LEGS; if ( anim == BOTH_BUTTERFLY_LEFT ) { parts = SETANIM_BOTH; pm->cmd.buttons&=~BUTTON_ATTACK; pm->ps->saberMove = LS_NONE; } else if ( !pm->ps->weaponTime ) { parts = SETANIM_BOTH; } PM_SetAnim( parts, anim, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD, 0 ); if ( anim == BOTH_BUTTERFLY_LEFT ) { pm->ps->weaponTime = pm->ps->torsoTimer; } pm->ps->fd.forceJumpZStart = pm->ps->origin[2];//so we don't take damage if we land at same height pm->ps->pm_flags |= PMF_JUMP_HELD;//PMF_JUMPING|PMF_SLOW_MO_FALL; pm->cmd.upmove = 0; //WP_ForcePowerDrain( pm->gent, FP_LEVITATION, 0 ); pm->ps->fd.forceJumpSound = 1; } } } else {//in the air int legsAnim = (pm->ps->legsAnim&~ANIM_TOGGLEBIT); if ( legsAnim == BOTH_WALL_RUN_LEFT || legsAnim == BOTH_WALL_RUN_RIGHT ) {//running on a wall vec3_t right, traceto, mins, maxs, fwdAngles; trace_t trace; int anim = -1; VectorSet(mins, pm->mins[0], pm->mins[0], 0); VectorSet(maxs, pm->maxs[0], pm->maxs[0], 24); VectorSet(fwdAngles, 0, pm->ps->viewangles[YAW], 0); AngleVectors( fwdAngles, NULL, right, NULL ); if ( legsAnim == BOTH_WALL_RUN_LEFT ) { if ( pm->ps->legsTimer > 400 ) {//not at the end of the anim float animLen = PM_AnimLength( 0, (animNumber_t)BOTH_WALL_RUN_LEFT ); if ( pm->ps->legsTimer < animLen - 400 ) {//not at start of anim VectorMA( pm->ps->origin, -16, right, traceto ); anim = BOTH_WALL_RUN_LEFT_FLIP; } } } else if ( legsAnim == BOTH_WALL_RUN_RIGHT ) { if ( pm->ps->legsTimer > 400 ) {//not at the end of the anim float animLen = PM_AnimLength( 0, (animNumber_t)BOTH_WALL_RUN_RIGHT ); if ( pm->ps->legsTimer < animLen - 400 ) {//not at start of anim VectorMA( pm->ps->origin, 16, right, traceto ); anim = BOTH_WALL_RUN_RIGHT_FLIP; } } } if ( anim != -1 ) { pm->trace( &trace, pm->ps->origin, mins, maxs, traceto, pm->ps->clientNum, CONTENTS_SOLID|CONTENTS_BODY ); if ( trace.fraction < 1.0f ) {//flip off wall int parts = 0; if ( anim == BOTH_WALL_RUN_LEFT_FLIP ) { pm->ps->velocity[0] *= 0.5f; pm->ps->velocity[1] *= 0.5f; VectorMA( pm->ps->velocity, 150, right, pm->ps->velocity ); } else if ( anim == BOTH_WALL_RUN_RIGHT_FLIP ) { pm->ps->velocity[0] *= 0.5f; pm->ps->velocity[1] *= 0.5f; VectorMA( pm->ps->velocity, -150, right, pm->ps->velocity ); } parts = SETANIM_LEGS; if ( !pm->ps->weaponTime ) { parts = SETANIM_BOTH; } PM_SetAnim( parts, anim, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD, 0 ); //FIXME: do damage to traceEnt, like above? //pm->ps->pm_flags |= PMF_JUMPING|PMF_SLOW_MO_FALL; pm->cmd.upmove = 0; } } if ( pm->cmd.upmove != 0 ) {//jump failed, so don't try to do normal jump code, just return return qfalse; } } else if ( pm->cmd.forwardmove > 0 //pushing forward && pm->ps->fd.forcePowerLevel[FP_LEVITATION] > FORCE_LEVEL_1 && pm->ps->velocity[2] > 200 && /*(level.time - pm->ps->lastOnGround) <= 500*/ PM_GroundDistance() <= 80 //unfortunately we do not have a happy ground timer. && !BG_InSpecialJump(pm->ps->legsAnim)) {//run up wall, flip backwards //FIXME: have to be moving... make sure it's opposite the wall... or at least forward? vec3_t fwd, traceto, mins, maxs, fwdAngles; trace_t trace; vec3_t idealNormal; VectorSet(mins, pm->mins[0],pm->mins[1],pm->mins[2]); VectorSet(maxs, pm->maxs[0],pm->maxs[1],pm->maxs[2]); VectorSet(fwdAngles, 0, pm->ps->viewangles[YAW], 0); AngleVectors( fwdAngles, fwd, NULL, NULL ); VectorMA( pm->ps->origin, 32, fwd, traceto ); pm->trace( &trace, pm->ps->origin, mins, maxs, traceto, pm->ps->clientNum, MASK_PLAYERSOLID );//FIXME: clip brushes too? VectorSubtract( pm->ps->origin, traceto, idealNormal ); VectorNormalize( idealNormal ); if ( trace.fraction < 1.0f ) {//there is a wall there int parts = SETANIM_LEGS; pm->ps->velocity[0] = pm->ps->velocity[1] = 0; VectorMA( pm->ps->velocity, -150, fwd, pm->ps->velocity ); pm->ps->velocity[2] += 128; if ( !pm->ps->weaponTime ) { parts = SETANIM_BOTH; } PM_SetAnim( parts, BOTH_WALL_FLIP_BACK1, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD, 0 ); pm->ps->legsTimer -= 600; //I force this anim to play to the end to prevent landing on your head and suddenly flipping over. //It is a bit too long at the end though, so I'll just shorten it. pm->ps->fd.forceJumpZStart = pm->ps->origin[2];//so we don't take damage if we land at same height //pm->ps->pm_flags |= PMF_JUMPING|PMF_SLOW_MO_FALL; pm->cmd.upmove = 0; //G_SoundOnEnt( pm->gent, CHAN_BODY, "sound/weapons/force/jump.wav" ); pm->ps->fd.forceJumpSound = 1; BG_ForcePowerDrain( pm->ps, FP_LEVITATION, 5 ); if (trace.entityNum < MAX_CLIENTS) { pm->ps->forceKickFlip = trace.entityNum+1; //let the server know that this person gets kicked by this client } } } else { //FIXME: if in a butterfly, kick people away? } } } if ( pm->cmd.upmove > 0 && pm->ps->weapon == WP_SABER && (pm->ps->weaponTime > 0||pm->cmd.buttons&BUTTON_ATTACK) ) {//okay, we just jumped and we're in an attack if ( !BG_InRoll( pm->ps, pm->ps->legsAnim ) && !PM_InKnockDown( pm->ps ) && !BG_InDeathAnim(pm->ps->legsAnim) && !BG_FlippingAnim( pm->ps->legsAnim ) && !PM_SpinningAnim( pm->ps->legsAnim ) && !BG_SaberInSpecialAttack( pm->ps->torsoAnim ) && ( BG_SaberInAttack( pm->ps->saberMove ) ) /*&& PM_InAnimForSaberMove( pm->ps->torsoAnim, pm->ps->saberMove )*/ ) {//not in an anim we shouldn't interrupt //see if it's not too late to start a special jump-attack float animLength = PM_AnimLength( 0, (animNumber_t)pm->ps->torsoAnim ); if ( animLength - pm->ps->torsoTimer < 500 ) {//just started the saberMove //check for special-case jump attacks if ( pm->ps->fd.saberAnimLevel == FORCE_LEVEL_2 ) {//using medium attacks if (/*pm->ps->velocity[2] > 100 &&*/ PM_GroundDistance() < 32 && !BG_InSpecialJump(pm->ps->legsAnim)) { //FLIP AND DOWNWARD ATTACK trace_t tr; if (PM_SomeoneInFront(&tr)) { PM_SetSaberMove(PM_SaberFlipOverAttackMove(&tr)); pml.groundPlane = qfalse; pml.walking = qfalse; pm->ps->pm_flags |= PMF_JUMP_HELD; pm->ps->groundEntityNum = ENTITYNUM_NONE; VectorClear(pml.groundTrace.plane.normal); pm->ps->weaponTime = pm->ps->torsoTimer; } } } else if ( pm->ps->fd.saberAnimLevel == FORCE_LEVEL_3 ) {//using strong attacks if ( pm->cmd.forwardmove > 0 && //going forward (pm->cmd.buttons & BUTTON_ATTACK) && //must be holding attack still PM_GroundDistance() < 32 && !BG_InSpecialJump(pm->ps->legsAnim)) {//strong attack: jump-hack PM_SetSaberMove( PM_SaberJumpAttackMove() ); pml.groundPlane = qfalse; pml.walking = qfalse; pm->ps->pm_flags |= PMF_JUMP_HELD; pm->ps->groundEntityNum = ENTITYNUM_NONE; VectorClear(pml.groundTrace.plane.normal); pm->ps->weaponTime = pm->ps->torsoTimer; } } } } } if ( pm->ps->groundEntityNum == ENTITYNUM_NONE ) { return qfalse; } if ( pm->cmd.upmove > 0 ) {//no special jumps /* gentity_t *groundEnt = &g_entities[pm->ps->groundEntityNum]; if ( groundEnt && groundEnt->NPC ) {//Can't jump off of someone's head return qfalse; } */ pm->ps->velocity[2] = JUMP_VELOCITY; pm->ps->fd.forceJumpZStart = pm->ps->origin[2];//so we don't take damage if we land at same height pm->ps->pm_flags |= PMF_JUMP_HELD;//PMF_JUMPING; } //Jumping pml.groundPlane = qfalse; pml.walking = qfalse; pm->ps->pm_flags |= PMF_JUMP_HELD; pm->ps->groundEntityNum = ENTITYNUM_NONE; pm->ps->fd.forceJumpZStart = pm->ps->origin[2]; PM_AddEvent( EV_JUMP ); //Set the animations if ( pm->ps->gravity > 0 && !BG_InSpecialJump( pm->ps->legsAnim ) ) { PM_JumpForDir(); } return qtrue; } /* ============= PM_CheckWaterJump ============= */ static qboolean PM_CheckWaterJump( void ) { vec3_t spot; int cont; vec3_t flatforward; if (pm->ps->pm_time) { return qfalse; } // check for water jump if ( pm->waterlevel != 2 ) { return qfalse; } flatforward[0] = pml.forward[0]; flatforward[1] = pml.forward[1]; flatforward[2] = 0; VectorNormalize (flatforward); VectorMA (pm->ps->origin, 30, flatforward, spot); spot[2] += 4; cont = pm->pointcontents (spot, pm->ps->clientNum ); if ( !(cont & CONTENTS_SOLID) ) { return qfalse; } spot[2] += 16; cont = pm->pointcontents (spot, pm->ps->clientNum ); if ( cont ) { return qfalse; } // jump out of water VectorScale (pml.forward, 200, pm->ps->velocity); pm->ps->velocity[2] = 350; pm->ps->pm_flags |= PMF_TIME_WATERJUMP; pm->ps->pm_time = 2000; return qtrue; } //============================================================================ /* =================== PM_WaterJumpMove Flying out of the water =================== */ static void PM_WaterJumpMove( void ) { // waterjump has no control, but falls PM_StepSlideMove( qtrue ); pm->ps->velocity[2] -= pm->ps->gravity * pml.frametime; if (pm->ps->velocity[2] < 0) { // cancel as soon as we are falling down again pm->ps->pm_flags &= ~PMF_ALL_TIMES; pm->ps->pm_time = 0; } } /* =================== PM_WaterMove =================== */ static void PM_WaterMove( void ) { int i; vec3_t wishvel; float wishspeed; vec3_t wishdir; float scale; float vel; if ( PM_CheckWaterJump() ) { PM_WaterJumpMove(); return; } #if 0 // jump = head for surface if ( pm->cmd.upmove >= 10 ) { if (pm->ps->velocity[2] > -300) { if ( pm->watertype == CONTENTS_WATER ) { pm->ps->velocity[2] = 100; } else if (pm->watertype == CONTENTS_SLIME) { pm->ps->velocity[2] = 80; } else { pm->ps->velocity[2] = 50; } } } #endif PM_Friction (); scale = PM_CmdScale( &pm->cmd ); // // user intentions // if ( !scale ) { wishvel[0] = 0; wishvel[1] = 0; wishvel[2] = -60; // sink towards bottom } else { for (i=0 ; i<3 ; i++) wishvel[i] = scale * pml.forward[i]*pm->cmd.forwardmove + scale * pml.right[i]*pm->cmd.rightmove; wishvel[2] += scale * pm->cmd.upmove; } VectorCopy (wishvel, wishdir); wishspeed = VectorNormalize(wishdir); if ( wishspeed > pm->ps->speed * pm_swimScale ) { wishspeed = pm->ps->speed * pm_swimScale; } PM_Accelerate (wishdir, wishspeed, pm_wateraccelerate); // make sure we can go up slopes easily under water if ( pml.groundPlane && DotProduct( pm->ps->velocity, pml.groundTrace.plane.normal ) < 0 ) { vel = VectorLength(pm->ps->velocity); // slide along the ground plane PM_ClipVelocity (pm->ps->velocity, pml.groundTrace.plane.normal, pm->ps->velocity, OVERCLIP ); VectorNormalize(pm->ps->velocity); VectorScale(pm->ps->velocity, vel, pm->ps->velocity); } PM_SlideMove( qfalse ); } /* =================== PM_FlyMove Only with the flight powerup =================== */ static void PM_FlyMove( void ) { int i; vec3_t wishvel; float wishspeed; vec3_t wishdir; float scale; // normal slowdown PM_Friction (); scale = PM_CmdScale( &pm->cmd ); if ( pm->ps->pm_type == PM_SPECTATOR && pm->cmd.buttons & BUTTON_ALT_ATTACK) { //turbo boost scale *= 10; } // // user intentions // if ( !scale ) { wishvel[0] = 0; wishvel[1] = 0; wishvel[2] = pm->ps->speed * (pm->cmd.upmove/127.0f); } else { for (i=0 ; i<3 ; i++) { wishvel[i] = scale * pml.forward[i]*pm->cmd.forwardmove + scale * pml.right[i]*pm->cmd.rightmove; } wishvel[2] += scale * pm->cmd.upmove; } VectorCopy (wishvel, wishdir); wishspeed = VectorNormalize(wishdir); PM_Accelerate (wishdir, wishspeed, pm_flyaccelerate); PM_StepSlideMove( qfalse ); } /* =================== PM_AirMove =================== */ static void PM_AirMove( void ) { int i; vec3_t wishvel; float fmove, smove; vec3_t wishdir; float wishspeed; float scale; usercmd_t cmd; if (pm->ps->pm_type != PM_SPECTATOR) { #if METROID_JUMP PM_CheckJump(); #else if (pm->ps->fd.forceJumpZStart && pm->ps->forceJumpFlip) { PM_CheckJump(); } #endif } PM_Friction(); fmove = pm->cmd.forwardmove; smove = pm->cmd.rightmove; cmd = pm->cmd; scale = PM_CmdScale( &cmd ); // set the movementDir so clients can rotate the legs for strafing PM_SetMovementDir(); // project moves down to flat plane pml.forward[2] = 0; pml.right[2] = 0; VectorNormalize (pml.forward); VectorNormalize (pml.right); if ( gPMDoSlowFall ) {//no air-control VectorClear( wishvel ); } else { for ( i = 0 ; i < 2 ; i++ ) { wishvel[i] = pml.forward[i]*fmove + pml.right[i]*smove; } wishvel[2] = 0; } VectorCopy (wishvel, wishdir); wishspeed = VectorNormalize(wishdir); wishspeed *= scale; // not on ground, so little effect on velocity PM_Accelerate (wishdir, wishspeed, pm_airaccelerate); // we may have a ground plane that is very steep, even // though we don't have a groundentity // slide along the steep plane if ( pml.groundPlane ) { PM_ClipVelocity (pm->ps->velocity, pml.groundTrace.plane.normal, pm->ps->velocity, OVERCLIP ); } PM_StepSlideMove ( qtrue ); } /* =================== PM_WalkMove =================== */ static void PM_WalkMove( void ) { int i; vec3_t wishvel; float fmove, smove; vec3_t wishdir; float wishspeed; float scale; usercmd_t cmd; float accelerate; float vel; float totalVel; if (pm->ps->velocity[0] < 0) { totalVel = -pm->ps->velocity[0]; } else { totalVel = pm->ps->velocity[0]; } if (pm->ps->velocity[1] < 0) { totalVel += -pm->ps->velocity[1]; } else { totalVel += pm->ps->velocity[1]; } if (totalVel < 200) { pm->ps->fd.forceSpeedSmash = 1; } if ( pm->waterlevel > 2 && DotProduct( pml.forward, pml.groundTrace.plane.normal ) > 0 ) { // begin swimming PM_WaterMove(); return; } if (pm->ps->pm_type != PM_SPECTATOR) { if ( PM_CheckJump () ) { // jumped away if ( pm->waterlevel > 1 ) { PM_WaterMove(); } else { PM_AirMove(); } return; } } PM_Friction (); fmove = pm->cmd.forwardmove; smove = pm->cmd.rightmove; cmd = pm->cmd; scale = PM_CmdScale( &cmd ); // set the movementDir so clients can rotate the legs for strafing PM_SetMovementDir(); // project moves down to flat plane pml.forward[2] = 0; pml.right[2] = 0; // project the forward and right directions onto the ground plane PM_ClipVelocity (pml.forward, pml.groundTrace.plane.normal, pml.forward, OVERCLIP ); PM_ClipVelocity (pml.right, pml.groundTrace.plane.normal, pml.right, OVERCLIP ); // VectorNormalize (pml.forward); VectorNormalize (pml.right); for ( i = 0 ; i < 3 ; i++ ) { wishvel[i] = pml.forward[i]*fmove + pml.right[i]*smove; } // when going up or down slopes the wish velocity should Not be zero // wishvel[2] = 0; VectorCopy (wishvel, wishdir); wishspeed = VectorNormalize(wishdir); wishspeed *= scale; // clamp the speed lower if ducking if ( pm->ps->pm_flags & PMF_DUCKED ) { if ( wishspeed > pm->ps->speed * pm_duckScale ) { wishspeed = pm->ps->speed * pm_duckScale; } } else if ( (pm->ps->pm_flags & PMF_ROLLING) && !BG_InRoll(pm->ps, pm->ps->legsAnim) && !PM_InRollComplete(pm->ps, pm->ps->legsAnim)) { if ( wishspeed > pm->ps->speed * pm_duckScale ) { wishspeed = pm->ps->speed * pm_duckScale; } } // clamp the speed lower if wading or walking on the bottom if ( pm->waterlevel ) { float waterScale; waterScale = pm->waterlevel / 3.0; waterScale = 1.0 - ( 1.0 - pm_swimScale ) * waterScale; if ( wishspeed > pm->ps->speed * waterScale ) { wishspeed = pm->ps->speed * waterScale; } } // when a player gets hit, they temporarily lose // full control, which allows them to be moved a bit if ( ( pml.groundTrace.surfaceFlags & SURF_SLICK ) || pm->ps->pm_flags & PMF_TIME_KNOCKBACK ) { accelerate = pm_airaccelerate; } else { accelerate = pm_accelerate; } PM_Accelerate (wishdir, wishspeed, accelerate); //Com_Printf("velocity = %1.1f %1.1f %1.1f\n", pm->ps->velocity[0], pm->ps->velocity[1], pm->ps->velocity[2]); //Com_Printf("velocity1 = %1.1f\n", VectorLength(pm->ps->velocity)); if ( ( pml.groundTrace.surfaceFlags & SURF_SLICK ) || pm->ps->pm_flags & PMF_TIME_KNOCKBACK ) { pm->ps->velocity[2] -= pm->ps->gravity * pml.frametime; } else { // don't reset the z velocity for slopes // pm->ps->velocity[2] = 0; } vel = VectorLength(pm->ps->velocity); // slide along the ground plane PM_ClipVelocity (pm->ps->velocity, pml.groundTrace.plane.normal, pm->ps->velocity, OVERCLIP ); // don't decrease velocity when going up or down a slope VectorNormalize(pm->ps->velocity); VectorScale(pm->ps->velocity, vel, pm->ps->velocity); // don't do anything if standing still if (!pm->ps->velocity[0] && !pm->ps->velocity[1]) { pm->ps->fd.forceSpeedSmash = 1; return; } PM_StepSlideMove( qfalse ); //Com_Printf("velocity2 = %1.1f\n", VectorLength(pm->ps->velocity)); } /* ============== PM_DeadMove ============== */ static void PM_DeadMove( void ) { float forward; if ( !pml.walking ) { return; } // extra friction forward = VectorLength (pm->ps->velocity); forward -= 20; if ( forward <= 0 ) { VectorClear (pm->ps->velocity); } else { VectorNormalize (pm->ps->velocity); VectorScale (pm->ps->velocity, forward, pm->ps->velocity); } } /* =============== PM_NoclipMove =============== */ static void PM_NoclipMove( void ) { float speed, drop, friction, control, newspeed; int i; vec3_t wishvel; float fmove, smove; vec3_t wishdir; float wishspeed; float scale; pm->ps->viewheight = DEFAULT_VIEWHEIGHT; // friction speed = VectorLength (pm->ps->velocity); if (speed < 1) { VectorCopy (vec3_origin, pm->ps->velocity); } else { drop = 0; friction = pm_friction*1.5; // extra friction control = speed < pm_stopspeed ? pm_stopspeed : speed; drop += control*friction*pml.frametime; // scale the velocity newspeed = speed - drop; if (newspeed < 0) newspeed = 0; newspeed /= speed; VectorScale (pm->ps->velocity, newspeed, pm->ps->velocity); } // accelerate scale = PM_CmdScale( &pm->cmd ); if (pm->cmd.buttons & BUTTON_ATTACK) { //turbo boost scale *= 10; } if (pm->cmd.buttons & BUTTON_ALT_ATTACK) { //turbo boost scale *= 10; } fmove = pm->cmd.forwardmove; smove = pm->cmd.rightmove; for (i=0 ; i<3 ; i++) wishvel[i] = pml.forward[i]*fmove + pml.right[i]*smove; wishvel[2] += pm->cmd.upmove; VectorCopy (wishvel, wishdir); wishspeed = VectorNormalize(wishdir); wishspeed *= scale; PM_Accelerate( wishdir, wishspeed, pm_accelerate ); // move VectorMA (pm->ps->origin, pml.frametime, pm->ps->velocity, pm->ps->origin); } //============================================================================ /* ================ PM_FootstepForSurface Returns an event number apropriate for the groundsurface ================ */ static int PM_FootstepForSurface( void ) { if ( pml.groundTrace.surfaceFlags & SURF_NOSTEPS ) { return 0; } if ( pml.groundTrace.surfaceFlags & SURF_METALSTEPS ) { return EV_FOOTSTEP_METAL; } return EV_FOOTSTEP; } static int PM_TryRoll( void ) { trace_t trace; int anim = -1; vec3_t fwd, right, traceto, mins, maxs, fwdAngles; if ( BG_SaberInAttack( pm->ps->saberMove ) || BG_SaberInSpecialAttack( pm->ps->torsoAnim ) || BG_SpinningSaberAnim( pm->ps->legsAnim ) || PM_SaberInStart( pm->ps->saberMove ) ) {//attacking or spinning (or, if player, starting an attack) return 0; } if (pm->ps->weapon != WP_SABER || BG_HasYsalamiri(pm->gametype, pm->ps) || !BG_CanUseFPNow(pm->gametype, pm->ps, pm->cmd.serverTime, FP_LEVITATION)) { return 0; } //VectorSet(mins, pm->mins[0],pm->mins[1],pm->mins[2]+STEPSIZE); //VectorSet(maxs, pm->maxs[0],pm->maxs[1],pm->gent->client->crouchheight); VectorSet(mins, pm->mins[0],pm->mins[1],pm->mins[2]+STEPSIZE); VectorSet(maxs, pm->maxs[0],pm->maxs[1],CROUCH_MAXS_2); VectorSet(fwdAngles, 0, pm->ps->viewangles[YAW], 0); AngleVectors( fwdAngles, fwd, right, NULL ); //FIXME: trace ahead for clearance to roll if ( pm->cmd.forwardmove ) { if ( pm->ps->pm_flags & PMF_BACKWARDS_RUN ) { anim = BOTH_ROLL_B; VectorMA( pm->ps->origin, -64, fwd, traceto ); } else { anim = BOTH_ROLL_F; VectorMA( pm->ps->origin, 64, fwd, traceto ); } } else if ( pm->cmd.rightmove > 0 ) { anim = BOTH_ROLL_R; VectorMA( pm->ps->origin, 64, right, traceto ); } else if ( pm->cmd.rightmove < 0 ) { anim = BOTH_ROLL_L; VectorMA( pm->ps->origin, -64, right, traceto ); } else {//??? } if ( anim != -1 ) { pm->trace( &trace, pm->ps->origin, mins, maxs, traceto, pm->ps->clientNum, CONTENTS_SOLID ); if ( trace.fraction >= 1.0f ) { //PM_AddEvent( EV_ROLL ); //Done later.. pm->ps->saberMove = LS_NONE; return anim; } } return 0; } /* ================= PM_CrashLand Check for hard landings that generate sound events ================= */ static void PM_CrashLand( void ) { float delta; float dist; float vel, acc; float t; float a, b, c, den; qboolean didRoll = qfalse; // calculate the exact velocity on landing dist = pm->ps->origin[2] - pml.previous_origin[2]; vel = pml.previous_velocity[2]; acc = -pm->ps->gravity; a = acc / 2; b = vel; c = -dist; den = b * b - 4 * a * c; if ( den < 0 ) { pm->ps->inAirAnim = qfalse; return; } t = (-b - sqrt( den ) ) / ( 2 * a ); delta = vel + t * acc; delta = delta*delta * 0.0001; // ducking while falling doubles damage if ( pm->ps->pm_flags & PMF_DUCKED ) { delta *= 2; } // decide which landing animation to use if (!BG_InRoll(pm->ps, pm->ps->legsAnim) && pm->ps->inAirAnim) { //only play a land animation if we transitioned into an in-air animation while off the ground if (!BG_SaberInSpecial(pm->ps->saberMove)) { if ( pm->ps->pm_flags & PMF_BACKWARDS_JUMP ) { PM_ForceLegsAnim( BOTH_LANDBACK1 ); } else { PM_ForceLegsAnim( BOTH_LAND1 ); } } } /* if (pm->ps->forceHandExtend == HANDEXTEND_NONE) { pm->ps->forceHandExtend = HANDEXTEND_WEAPONREADY; } */ if (pm->ps->weapon != WP_SABER) { //saber handles its own anims if (pm->ps->weapon == WP_DISRUPTOR && pm->ps->zoomMode == 1) { PM_StartTorsoAnim( TORSO_WEAPONREADY4 ); } else { if (pm->ps->weapon == WP_EMPLACED_GUN) { PM_StartTorsoAnim( BOTH_GUNSIT1 ); } else { PM_StartTorsoAnim( WeaponReadyAnim[pm->ps->weapon] ); } } } //just a stupid hack to push us back into our "idle" stance if (!BG_InSpecialJump(pm->ps->legsAnim) || pm->ps->legsTimer < 1 || (pm->ps->legsAnim&~ANIM_TOGGLEBIT) == BOTH_WALL_RUN_LEFT || (pm->ps->legsAnim&~ANIM_TOGGLEBIT) == BOTH_WALL_RUN_RIGHT) { if (!BG_InRoll(pm->ps, pm->ps->legsAnim) && pm->ps->inAirAnim) { if (!BG_SaberInSpecial(pm->ps->saberMove) || pm->ps->weapon != WP_SABER) { pm->ps->legsTimer = TIMER_LAND; } } } pm->ps->inAirAnim = qfalse; // never take falling damage if completely underwater if ( pm->waterlevel == 3 ) { return; } // reduce falling damage if there is standing water if ( pm->waterlevel == 2 ) { delta *= 0.25; } if ( pm->waterlevel == 1 ) { delta *= 0.5; } if ( delta < 1 ) { return; } if ( pm->ps->pm_flags & PMF_DUCKED ) { if( delta >= 2 && !PM_InOnGroundAnim( pm->ps->legsAnim ) && !PM_InKnockDown( pm->ps ) && !BG_InRoll(pm->ps, pm->ps->legsAnim) ) {//roll! int anim = PM_TryRoll(); if (PM_InRollComplete(pm->ps, pm->ps->legsAnim)) { anim = 0; pm->ps->legsTimer = 0; pm->ps->legsAnim = 0; PM_SetAnim(SETANIM_BOTH,BOTH_LAND1,SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD, 150); pm->ps->legsTimer = TIMER_LAND; } if ( anim ) {//absorb some impact pm->ps->legsTimer = 0; //delta /= 2; delta /= 3; // /= 2 just cancels out the above delta *= 2 when landing while crouched, the roll itself should absorb a little damage pm->ps->legsAnim = 0; PM_SetAnim(SETANIM_BOTH,anim,SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD, 150); didRoll = qtrue; } } } // create a local entity event to play the sound // SURF_NODAMAGE is used for bounce pads where you don't ever // want to take damage or play a crunch sound if ( !(pml.groundTrace.surfaceFlags & SURF_NODAMAGE) ) { if (delta > 7) { int delta_send = (int)delta; if (delta_send > 600) { //will never need to know any value above this delta_send = 600; } if (pm->ps->fd.forceJumpZStart) { if ((int)pm->ps->origin[2] >= (int)pm->ps->fd.forceJumpZStart) { //was force jumping, landed on higher or same level as when force jump was started if (delta_send > 8) { delta_send = 8; } } else { if (delta_send > 8) { int dif = ((int)pm->ps->fd.forceJumpZStart - (int)pm->ps->origin[2]); int dmgLess = (forceJumpHeight[pm->ps->fd.forcePowerLevel[FP_LEVITATION]] - dif); if (dmgLess < 0) { dmgLess = 0; } delta_send -= (dmgLess*0.3); if (delta_send < 8) { delta_send = 8; } //Com_Printf("Damage sub: %i\n", (int)((dmgLess*0.1))); } } } if (didRoll) { PM_AddEventWithParm( EV_ROLL, delta_send ); } else { PM_AddEventWithParm( EV_FALL, delta_send ); } } else { if (didRoll) { PM_AddEventWithParm( EV_ROLL, 0 ); } else { PM_AddEvent( PM_FootstepForSurface() ); } } } // make sure velocity resets so we don't bounce back up again in case we miss the clear elsewhere pm->ps->velocity[2] = 0; // start footstep cycle over pm->ps->bobCycle = 0; } /* ============= PM_CheckStuck ============= */ /* void PM_CheckStuck(void) { trace_t trace; pm->trace (&trace, pm->ps->origin, pm->mins, pm->maxs, pm->ps->origin, pm->ps->clientNum, pm->tracemask); if (trace.allsolid) { //int shit = qtrue; } } */ /* ============= PM_CorrectAllSolid ============= */ static int PM_CorrectAllSolid( trace_t *trace ) { int i, j, k; vec3_t point; if ( pm->debugLevel ) { Com_Printf("%i:allsolid\n", c_pmove); } // jitter around for (i = -1; i <= 1; i++) { for (j = -1; j <= 1; j++) { for (k = -1; k <= 1; k++) { VectorCopy(pm->ps->origin, point); point[0] += (float) i; point[1] += (float) j; point[2] += (float) k; pm->trace (trace, point, pm->mins, pm->maxs, point, pm->ps->clientNum, pm->tracemask); if ( !trace->allsolid ) { point[0] = pm->ps->origin[0]; point[1] = pm->ps->origin[1]; point[2] = pm->ps->origin[2] - 0.25; pm->trace (trace, pm->ps->origin, pm->mins, pm->maxs, point, pm->ps->clientNum, pm->tracemask); pml.groundTrace = *trace; return qtrue; } } } } pm->ps->groundEntityNum = ENTITYNUM_NONE; pml.groundPlane = qfalse; pml.walking = qfalse; return qfalse; } /* ============= PM_GroundTraceMissed The ground trace didn't hit a surface, so we are in freefall ============= */ static void PM_GroundTraceMissed( void ) { trace_t trace; vec3_t point; //rww - don't want to do this when handextend_choke, because you can be standing on the ground //while still holding your throat. if ( pm->ps->pm_type == PM_FLOAT ) { //we're assuming this is because you're being choked int parts = SETANIM_LEGS; /* if ( !pm->ps->weaponTime && pm->ps->forceHandExtend >= HANDEXTEND_CHOKE ) {//still on ground, only set anim on torso parts = SETANIM_BOTH; } */ //rww - also don't use SETANIM_FLAG_HOLD, it will cause the legs to float around a bit before going into //a proper anim even when on the ground. PM_SetAnim(parts, BOTH_CHOKE3, SETANIM_FLAG_OVERRIDE, 100); //pm->ps->torsoTimer = 1; //pm->ps->legsTimer = 1; } //If the anim is choke3, act like we just went into the air because we aren't in a float else if ( pm->ps->groundEntityNum != ENTITYNUM_NONE || (pm->ps->legsAnim&~ANIM_TOGGLEBIT) == BOTH_CHOKE3 ) { // we just transitioned into freefall if ( pm->debugLevel ) { Com_Printf("%i:lift\n", c_pmove); } // if they aren't in a jumping animation and the ground is a ways away, force into it // if we didn't do the trace, the player would be backflipping down staircases VectorCopy( pm->ps->origin, point ); point[2] -= 64; pm->trace (&trace, pm->ps->origin, pm->mins, pm->maxs, point, pm->ps->clientNum, pm->tracemask); if ( trace.fraction == 1.0 || pm->ps->pm_type == PM_FLOAT ) { if ( pm->ps->velocity[2] <= 0 && !(pm->ps->pm_flags&PMF_JUMP_HELD)) {//FIXME: if velocity[2] < 0 and didn't jump, use some falling anim PM_SetAnim(SETANIM_LEGS,BOTH_INAIR1,SETANIM_FLAG_OVERRIDE, 100); // Only blend over 100ms pm->ps->pm_flags &= ~PMF_BACKWARDS_JUMP; } else if ( pm->cmd.forwardmove >= 0 ) { PM_SetAnim(SETANIM_LEGS,BOTH_JUMP1,SETANIM_FLAG_OVERRIDE, 100); // Only blend over 100ms pm->ps->pm_flags &= ~PMF_BACKWARDS_JUMP; } else { PM_SetAnim(SETANIM_LEGS,BOTH_JUMPBACK1,SETANIM_FLAG_OVERRIDE, 100); // Only blend over 100ms pm->ps->pm_flags |= PMF_BACKWARDS_JUMP; } pm->ps->inAirAnim = qtrue; } } else if (!pm->ps->inAirAnim) { // if they aren't in a jumping animation and the ground is a ways away, force into it // if we didn't do the trace, the player would be backflipping down staircases VectorCopy( pm->ps->origin, point ); point[2] -= 64; pm->trace (&trace, pm->ps->origin, pm->mins, pm->maxs, point, pm->ps->clientNum, pm->tracemask); if ( trace.fraction == 1.0 || pm->ps->pm_type == PM_FLOAT ) { pm->ps->inAirAnim = qtrue; } } if (PM_InRollComplete(pm->ps, pm->ps->legsAnim)) { //HACK -_- (filthy client won't catch an animation restart because it only checks frame against incoming frame, so if you roll when you land after rolling //off of something it won't replay the roll anim unless we switch it off in the air) PM_SetAnim(SETANIM_BOTH,BOTH_INAIR1,SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD, 150); pm->ps->inAirAnim = qtrue; } pm->ps->groundEntityNum = ENTITYNUM_NONE; pml.groundPlane = qfalse; pml.walking = qfalse; } /* ============= PM_GroundTrace ============= */ static void PM_GroundTrace( void ) { vec3_t point; trace_t trace; point[0] = pm->ps->origin[0]; point[1] = pm->ps->origin[1]; point[2] = pm->ps->origin[2] - 0.25; pm->trace (&trace, pm->ps->origin, pm->mins, pm->maxs, point, pm->ps->clientNum, pm->tracemask); pml.groundTrace = trace; // do something corrective if the trace starts in a solid... if ( trace.allsolid ) { if ( !PM_CorrectAllSolid(&trace) ) return; } if (pm->ps->pm_type == PM_FLOAT) { PM_GroundTraceMissed(); pml.groundPlane = qfalse; pml.walking = qfalse; return; } // if the trace didn't hit anything, we are in free fall if ( trace.fraction == 1.0 ) { PM_GroundTraceMissed(); pml.groundPlane = qfalse; pml.walking = qfalse; return; } // check if getting thrown off the ground if ( pm->ps->velocity[2] > 0 && DotProduct( pm->ps->velocity, trace.plane.normal ) > 10 ) { if ( pm->debugLevel ) { Com_Printf("%i:kickoff\n", c_pmove); } // go into jump animation if ( pm->cmd.forwardmove >= 0 ) { PM_ForceLegsAnim( BOTH_JUMP1 ); pm->ps->pm_flags &= ~PMF_BACKWARDS_JUMP; } else { PM_ForceLegsAnim( BOTH_JUMPBACK1 ); pm->ps->pm_flags |= PMF_BACKWARDS_JUMP; } pm->ps->groundEntityNum = ENTITYNUM_NONE; pml.groundPlane = qfalse; pml.walking = qfalse; return; } // slopes that are too steep will not be considered onground if ( trace.plane.normal[2] < MIN_WALK_NORMAL ) { if ( pm->debugLevel ) { Com_Printf("%i:steep\n", c_pmove); } // FIXME: if they can't slide down the slope, let them // walk (sharp crevices) pm->ps->groundEntityNum = ENTITYNUM_NONE; pml.groundPlane = qtrue; pml.walking = qfalse; return; } pml.groundPlane = qtrue; pml.walking = qtrue; // hitting solid ground will end a waterjump if (pm->ps->pm_flags & PMF_TIME_WATERJUMP) { pm->ps->pm_flags &= ~(PMF_TIME_WATERJUMP | PMF_TIME_LAND); pm->ps->pm_time = 0; } if ( pm->ps->groundEntityNum == ENTITYNUM_NONE ) { // just hit the ground if ( pm->debugLevel ) { Com_Printf("%i:Land\n", c_pmove); } PM_CrashLand(); // don't do landing time if we were just going down a slope if ( pml.previous_velocity[2] < -200 ) { // don't allow another jump for a little while pm->ps->pm_flags |= PMF_TIME_LAND; pm->ps->pm_time = 250; } } pm->ps->groundEntityNum = trace.entityNum; pm->ps->lastOnGround = pm->cmd.serverTime; // don't reset the z velocity for slopes // pm->ps->velocity[2] = 0; PM_AddTouchEnt( trace.entityNum ); } /* ============= PM_SetWaterLevel FIXME: avoid this twice? certainly if not moving ============= */ static void PM_SetWaterLevel( void ) { vec3_t point; int cont; int sample1; int sample2; // // get waterlevel, accounting for ducking // pm->waterlevel = 0; pm->watertype = 0; point[0] = pm->ps->origin[0]; point[1] = pm->ps->origin[1]; point[2] = pm->ps->origin[2] + MINS_Z + 1; cont = pm->pointcontents( point, pm->ps->clientNum ); if ( cont & MASK_WATER ) { sample2 = pm->ps->viewheight - MINS_Z; sample1 = sample2 / 2; pm->watertype = cont; pm->waterlevel = 1; point[2] = pm->ps->origin[2] + MINS_Z + sample1; cont = pm->pointcontents (point, pm->ps->clientNum ); if ( cont & MASK_WATER ) { pm->waterlevel = 2; point[2] = pm->ps->origin[2] + MINS_Z + sample2; cont = pm->pointcontents (point, pm->ps->clientNum ); if ( cont & MASK_WATER ){ pm->waterlevel = 3; } } } } /* ============== PM_CheckDuck Sets mins, maxs, and pm->ps->viewheight ============== */ static void PM_CheckDuck (void) { trace_t trace; pm->mins[0] = -15; pm->mins[1] = -15; pm->maxs[0] = 15; pm->maxs[1] = 15; pm->mins[2] = MINS_Z; if (pm->ps->pm_type == PM_DEAD) { pm->maxs[2] = -8; pm->ps->viewheight = DEAD_VIEWHEIGHT; return; } if (pm->ps->usingATST) { if (pm->cmd.upmove < 0) { pm->cmd.upmove = 0; } } if (BG_InRoll(pm->ps, pm->ps->legsAnim)) { pm->maxs[2] = CROUCH_MAXS_2; pm->ps->viewheight = DEFAULT_VIEWHEIGHT; pm->ps->pm_flags &= ~PMF_DUCKED; pm->ps->pm_flags |= PMF_ROLLING; return; } else if (pm->ps->pm_flags & PMF_ROLLING) { // try to stand up pm->maxs[2] = DEFAULT_MAXS_2; pm->trace (&trace, pm->ps->origin, pm->mins, pm->maxs, pm->ps->origin, pm->ps->clientNum, pm->tracemask ); if (!trace.allsolid) pm->ps->pm_flags &= ~PMF_ROLLING; } else if (pm->cmd.upmove < 0 || pm->ps->forceHandExtend == HANDEXTEND_KNOCKDOWN) { // duck pm->ps->pm_flags |= PMF_DUCKED; } else { // stand up if possible if (pm->ps->pm_flags & PMF_DUCKED) { // try to stand up pm->maxs[2] = DEFAULT_MAXS_2; pm->trace (&trace, pm->ps->origin, pm->mins, pm->maxs, pm->ps->origin, pm->ps->clientNum, pm->tracemask ); if (!trace.allsolid) pm->ps->pm_flags &= ~PMF_DUCKED; } } if (pm->ps->pm_flags & PMF_DUCKED) { pm->maxs[2] = CROUCH_MAXS_2; pm->ps->viewheight = CROUCH_VIEWHEIGHT; } else if (pm->ps->pm_flags & PMF_ROLLING) { pm->maxs[2] = CROUCH_MAXS_2; pm->ps->viewheight = DEFAULT_VIEWHEIGHT; } else { pm->maxs[2] = DEFAULT_MAXS_2; pm->ps->viewheight = DEFAULT_VIEWHEIGHT; } if (pm->ps->usingATST) { pm->mins[0] = ATST_MINS0; pm->mins[1] = ATST_MINS1; pm->mins[2] = ATST_MINS2; pm->maxs[0] = ATST_MAXS0; pm->maxs[1] = ATST_MAXS1; pm->maxs[2] = ATST_MAXS2; } } //=================================================================== /* ============== PM_Use Generates a use event ============== */ #define USE_DELAY 2000 void PM_Use( void ) { if ( pm->ps->useTime > 0 ) pm->ps->useTime -= 100;//pm->cmd.msec; if ( pm->ps->useTime > 0 ) { return; } if ( ! (pm->cmd.buttons & BUTTON_USE ) ) { pm->useEvent = 0; pm->ps->useTime = 0; return; } pm->useEvent = EV_USE; pm->ps->useTime = USE_DELAY; } qboolean PM_RunningAnim( int anim ) { switch ( (anim&~ANIM_TOGGLEBIT) ) { case BOTH_RUN1: case BOTH_RUN2: case BOTH_RUNBACK1: case BOTH_RUNBACK2: case BOTH_RUNAWAY1: return qtrue; break; } return qfalse; } /* =============== PM_Footsteps =============== */ static void PM_Footsteps( void ) { float bobmove; int old; qboolean footstep; int setAnimFlags = 0; if ( (PM_InSaberAnim( (pm->ps->legsAnim&~ANIM_TOGGLEBIT) ) && !BG_SpinningSaberAnim( (pm->ps->legsAnim&~ANIM_TOGGLEBIT) )) || (pm->ps->legsAnim&~ANIM_TOGGLEBIT) == BOTH_STAND1 || (pm->ps->legsAnim&~ANIM_TOGGLEBIT) == BOTH_STAND1TO2 || (pm->ps->legsAnim&~ANIM_TOGGLEBIT) == BOTH_STAND2TO1 || (pm->ps->legsAnim&~ANIM_TOGGLEBIT) == BOTH_STAND2 || (pm->ps->legsAnim&~ANIM_TOGGLEBIT) == BOTH_SABERFAST_STANCE || (pm->ps->legsAnim&~ANIM_TOGGLEBIT) == BOTH_SABERSLOW_STANCE || (pm->ps->legsAnim&~ANIM_TOGGLEBIT) == BOTH_BUTTON_HOLD || (pm->ps->legsAnim&~ANIM_TOGGLEBIT) == BOTH_BUTTON_RELEASE || PM_LandingAnim( (pm->ps->legsAnim&~ANIM_TOGGLEBIT) ) || PM_PainAnim( (pm->ps->legsAnim&~ANIM_TOGGLEBIT) )) {//legs are in a saber anim, and not spinning, be sure to override it setAnimFlags |= SETANIM_FLAG_OVERRIDE; } // // calculate speed and cycle to be used for // all cyclic walking effects // pm->xyspeed = sqrt( pm->ps->velocity[0] * pm->ps->velocity[0] + pm->ps->velocity[1] * pm->ps->velocity[1] ); if ( pm->ps->groundEntityNum == ENTITYNUM_NONE ) { // airborne leaves position in cycle intact, but doesn't advance if ( pm->waterlevel > 1 ) { if (pm->xyspeed > 60) { PM_ContinueLegsAnim( BOTH_SWIMFORWARD ); } else { PM_ContinueLegsAnim( BOTH_SWIM_IDLE1 ); } } return; } // if not trying to move if ( !pm->cmd.forwardmove && !pm->cmd.rightmove ) { if ( pm->xyspeed < 5 ) { pm->ps->bobCycle = 0; // start at beginning of cycle again if ( (pm->ps->pm_flags & PMF_DUCKED) || (pm->ps->pm_flags & PMF_ROLLING) ) { if ((pm->ps->legsAnim&~ANIM_TOGGLEBIT) != BOTH_CROUCH1IDLE) { PM_SetAnim(SETANIM_LEGS, BOTH_CROUCH1IDLE, setAnimFlags, 100); } else { PM_ContinueLegsAnim( BOTH_CROUCH1IDLE ); } } else { if (pm->ps->weapon == WP_DISRUPTOR && pm->ps->zoomMode == 1) { PM_ContinueLegsAnim( TORSO_WEAPONREADY4 ); } else { if (pm->ps->weapon == WP_SABER && pm->ps->saberHolstered) { PM_ContinueLegsAnim( BOTH_STAND1 ); } else { PM_ContinueLegsAnim( WeaponReadyAnim[pm->ps->weapon] ); } } } } return; } footstep = qfalse; if ( pm->ps->pm_flags & PMF_DUCKED ) { int rolled = 0; bobmove = 0.5; // ducked characters bob much faster if ( PM_RunningAnim( pm->ps->legsAnim ) && !BG_InRoll(pm->ps, pm->ps->legsAnim) ) {//roll! rolled = PM_TryRoll(); } if ( !rolled ) { if ( pm->ps->pm_flags & PMF_BACKWARDS_RUN ) { if ((pm->ps->legsAnim&~ANIM_TOGGLEBIT) != BOTH_CROUCH1WALKBACK) { PM_SetAnim(SETANIM_LEGS, BOTH_CROUCH1WALKBACK, setAnimFlags, 100); } else { PM_ContinueLegsAnim( BOTH_CROUCH1WALKBACK ); } } else { if ((pm->ps->legsAnim&~ANIM_TOGGLEBIT) != BOTH_CROUCH1WALK) { PM_SetAnim(SETANIM_LEGS, BOTH_CROUCH1WALK, setAnimFlags, 100); } else { PM_ContinueLegsAnim( BOTH_CROUCH1WALK ); } } } else { pm->ps->legsTimer = 0; pm->ps->legsAnim = 0; PM_SetAnim(SETANIM_BOTH,rolled,SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD, 150); PM_AddEventWithParm( EV_ROLL, 0 ); pm->maxs[2] = CROUCH_MAXS_2; pm->ps->viewheight = DEFAULT_VIEWHEIGHT; pm->ps->pm_flags &= ~PMF_DUCKED; pm->ps->pm_flags |= PMF_ROLLING; } // ducked characters never play footsteps /* } else if ( pm->ps->pm_flags & PMF_BACKWARDS_RUN ) { if ( !( pm->cmd.buttons & BUTTON_WALKING ) ) { bobmove = 0.4; // faster speeds bob faster footstep = qtrue; } else { bobmove = 0.3; } PM_ContinueLegsAnim( LEGS_BACK ); */ } else if ((pm->ps->pm_flags & PMF_ROLLING) && !BG_InRoll(pm->ps, pm->ps->legsAnim) && !PM_InRollComplete(pm->ps, pm->ps->legsAnim)) { bobmove = 0.5; // ducked characters bob much faster if ( pm->ps->pm_flags & PMF_BACKWARDS_RUN ) { if ((pm->ps->legsAnim&~ANIM_TOGGLEBIT) != BOTH_CROUCH1WALKBACK) { PM_SetAnim(SETANIM_LEGS, BOTH_CROUCH1WALKBACK, setAnimFlags, 100); } else { PM_ContinueLegsAnim( BOTH_CROUCH1WALKBACK ); } } else { if ((pm->ps->legsAnim&~ANIM_TOGGLEBIT) != BOTH_CROUCH1WALK) { PM_SetAnim(SETANIM_LEGS, BOTH_CROUCH1WALK, setAnimFlags, 100); } else { PM_ContinueLegsAnim( BOTH_CROUCH1WALK ); } } } else { if ( !( pm->cmd.buttons & BUTTON_WALKING ) ) { bobmove = 0.4f; // faster speeds bob faster if ( pm->ps->pm_flags & PMF_BACKWARDS_RUN ) { if ((pm->ps->legsAnim&~ANIM_TOGGLEBIT) != BOTH_RUNBACK1) { PM_SetAnim(SETANIM_LEGS, BOTH_RUNBACK1, setAnimFlags, 100); } else { PM_ContinueLegsAnim( BOTH_RUNBACK1 ); } } else { if ((pm->ps->legsAnim&~ANIM_TOGGLEBIT) != BOTH_RUN1) { PM_SetAnim(SETANIM_LEGS, BOTH_RUN1, setAnimFlags, 100); } else { PM_ContinueLegsAnim( BOTH_RUN1 ); } } footstep = qtrue; } else { bobmove = 0.2f; // walking bobs slow if ( pm->ps->pm_flags & PMF_BACKWARDS_RUN ) { if ((pm->ps->legsAnim&~ANIM_TOGGLEBIT) != BOTH_WALKBACK1) { PM_SetAnim(SETANIM_LEGS, BOTH_WALKBACK1, setAnimFlags, 100); } else { PM_ContinueLegsAnim( BOTH_WALKBACK1 ); } } else { if ((pm->ps->legsAnim&~ANIM_TOGGLEBIT) != BOTH_WALK1) { PM_SetAnim(SETANIM_LEGS, BOTH_WALK1, setAnimFlags, 100); } else { PM_ContinueLegsAnim( BOTH_WALK1 ); } } } } // check for footstep / splash sounds old = pm->ps->bobCycle; pm->ps->bobCycle = (int)( old + bobmove * pml.msec ) & 255; // if we just crossed a cycle boundary, play an apropriate footstep event if ( ( ( old + 64 ) ^ ( pm->ps->bobCycle + 64 ) ) & 128 ) { /* if ( pm->waterlevel == 0 ) { // on ground will only play sounds if running if ( footstep && !pm->noFootsteps ) { PM_AddEvent( PM_FootstepForSurface() ); } } else */ pm->ps->footstepTime = pm->cmd.serverTime + 300; if ( pm->waterlevel == 1 ) { // splashing PM_AddEvent( EV_FOOTSPLASH ); } else if ( pm->waterlevel == 2 ) { // wading / swimming at surface PM_AddEvent( EV_SWIM ); } else if ( pm->waterlevel == 3 ) { // no sound when completely underwater } } } /* ============== PM_WaterEvents Generate sound events for entering and leaving water ============== */ static void PM_WaterEvents( void ) { // FIXME? // // if just entered a water volume, play a sound // if (!pml.previous_waterlevel && pm->waterlevel) { PM_AddEvent( EV_WATER_TOUCH ); } // // if just completely exited a water volume, play a sound // if (pml.previous_waterlevel && !pm->waterlevel) { PM_AddEvent( EV_WATER_LEAVE ); } // // check for head just going under water // if (pml.previous_waterlevel != 3 && pm->waterlevel == 3) { PM_AddEvent( EV_WATER_UNDER ); } // // check for head just coming out of water // if (pml.previous_waterlevel == 3 && pm->waterlevel != 3) { PM_AddEvent( EV_WATER_CLEAR ); } } /* =============== PM_BeginWeaponChange =============== */ void PM_BeginWeaponChange( int weapon ) { if ( weapon <= WP_NONE || weapon >= WP_NUM_WEAPONS ) { return; } if ( !( pm->ps->stats[STAT_WEAPONS] & ( 1 << weapon ) ) ) { return; } if ( pm->ps->weaponstate == WEAPON_DROPPING ) { return; } // turn of any kind of zooming when weapon switching. if (pm->ps->zoomMode) { pm->ps->zoomMode = 0; pm->ps->zoomTime = pm->ps->commandTime; } PM_AddEvent( EV_CHANGE_WEAPON ); pm->ps->weaponstate = WEAPON_DROPPING; pm->ps->weaponTime += 200; PM_StartTorsoAnim( TORSO_DROPWEAP1 ); } /* =============== PM_FinishWeaponChange =============== */ void PM_FinishWeaponChange( void ) { int weapon; weapon = pm->cmd.weapon; if ( weapon < WP_NONE || weapon >= WP_NUM_WEAPONS ) { weapon = WP_NONE; } if ( !( pm->ps->stats[STAT_WEAPONS] & ( 1 << weapon ) ) ) { weapon = WP_NONE; } if (weapon == WP_SABER) { PM_SetSaberMove(LS_DRAW); } else { PM_StartTorsoAnim( TORSO_RAISEWEAP1); } pm->ps->weapon = weapon; pm->ps->weaponstate = WEAPON_RAISING; pm->ps->weaponTime += 250; } //--------------------------------------- static qboolean PM_DoChargedWeapons( void ) //--------------------------------------- { vec3_t ang; trace_t tr; qboolean charging = qfalse, altFire = qfalse; // If you want your weapon to be a charging weapon, just set this bit up switch( pm->ps->weapon ) { //------------------ case WP_BRYAR_PISTOL: // alt-fire charges the weapon if ( pm->cmd.buttons & BUTTON_ALT_ATTACK ) { charging = qtrue; altFire = qtrue; } break; //------------------ case WP_BOWCASTER: // primary fire charges the weapon if ( pm->cmd.buttons & BUTTON_ATTACK ) { charging = qtrue; } break; //------------------ case WP_ROCKET_LAUNCHER: // Not really a charge weapon, but we still want to delay fire until the button comes up so that we can // implement our alt-fire locking stuff if ( (pm->cmd.buttons & BUTTON_ALT_ATTACK) && pm->ps->ammo[weaponData[pm->ps->weapon].ammoIndex] >= weaponData[pm->ps->weapon].altEnergyPerShot ) { vec3_t muzzleOffPoint, muzzlePoint, forward, right, up; AngleVectors( pm->ps->viewangles, forward, right, up ); charging = qtrue; altFire = qtrue; AngleVectors(pm->ps->viewangles, ang, NULL, NULL); VectorCopy( pm->ps->origin, muzzlePoint ); VectorCopy(WP_MuzzlePoint[WP_ROCKET_LAUNCHER], muzzleOffPoint); VectorMA(muzzlePoint, muzzleOffPoint[0], forward, muzzlePoint); VectorMA(muzzlePoint, muzzleOffPoint[1], right, muzzlePoint); muzzlePoint[2] += pm->ps->viewheight + muzzleOffPoint[2]; ang[0] = muzzlePoint[0] + ang[0]*2048; ang[1] = muzzlePoint[1] + ang[1]*2048; ang[2] = muzzlePoint[2] + ang[2]*2048; pm->trace(&tr, muzzlePoint, NULL, NULL, ang, pm->ps->clientNum, MASK_PLAYERSOLID); if (tr.fraction != 1 && tr.entityNum < MAX_CLIENTS && tr.entityNum != pm->ps->clientNum) { if (pm->ps->rocketLockIndex == MAX_CLIENTS) { pm->ps->rocketLockIndex = tr.entityNum; pm->ps->rocketLockTime = pm->cmd.serverTime; } else if (pm->ps->rocketLockIndex != tr.entityNum && pm->ps->rocketTargetTime < pm->cmd.serverTime) { pm->ps->rocketLockIndex = tr.entityNum; pm->ps->rocketLockTime = pm->cmd.serverTime; } else if (pm->ps->rocketLockIndex == tr.entityNum) { if (pm->ps->rocketLockTime == -1) { pm->ps->rocketLockTime = pm->ps->rocketLastValidTime; } } if (pm->ps->rocketLockIndex == tr.entityNum) { pm->ps->rocketTargetTime = pm->cmd.serverTime + 500; } } else if (pm->ps->rocketTargetTime < pm->cmd.serverTime) { pm->ps->rocketLockIndex = MAX_CLIENTS; pm->ps->rocketLockTime = 0; } else { if (pm->ps->rocketLockTime != -1) { pm->ps->rocketLastValidTime = pm->ps->rocketLockTime; } pm->ps->rocketLockTime = -1; } } break; //------------------ case WP_THERMAL: if ( pm->cmd.buttons & BUTTON_ALT_ATTACK ) { altFire = qtrue; // override default of not being an alt-fire charging = qtrue; } else if ( pm->cmd.buttons & BUTTON_ATTACK ) { charging = qtrue; } break; case WP_DEMP2: if ( pm->cmd.buttons & BUTTON_ALT_ATTACK ) { altFire = qtrue; // override default of not being an alt-fire charging = qtrue; } break; case WP_DISRUPTOR: if ((pm->cmd.buttons & BUTTON_ATTACK) && pm->ps->zoomMode == 1 && pm->ps->zoomLocked) { charging = qtrue; altFire = qtrue; } if (pm->ps->zoomMode != 1 && pm->ps->weaponstate == WEAPON_CHARGING_ALT) { pm->ps->weaponstate = WEAPON_READY; charging = qfalse; altFire = qfalse; } } // end switch // set up the appropriate weapon state based on the button that's down. // Note that we ALWAYS return if charging is set ( meaning the buttons are still down ) if ( charging ) { if ( altFire ) { if ( pm->ps->weaponstate != WEAPON_CHARGING_ALT ) { // charge isn't started, so do it now pm->ps->weaponstate = WEAPON_CHARGING_ALT; pm->ps->weaponChargeTime = pm->cmd.serverTime; pm->ps->weaponChargeSubtractTime = pm->cmd.serverTime + weaponData[pm->ps->weapon].altChargeSubTime; #ifdef _DEBUG Com_Printf("Starting charge\n"); #endif assert(pm->ps->weapon > WP_NONE); BG_AddPredictableEventToPlayerstate(EV_WEAPON_CHARGE_ALT, pm->ps->weapon, pm->ps); } if (pm->ps->ammo[weaponData[pm->ps->weapon].ammoIndex] < (weaponData[pm->ps->weapon].altChargeSub+weaponData[pm->ps->weapon].altEnergyPerShot)) { pm->ps->weaponstate = WEAPON_CHARGING_ALT; goto rest; } else if ((pm->cmd.serverTime - pm->ps->weaponChargeTime) < weaponData[pm->ps->weapon].altMaxCharge) { if (pm->ps->weaponChargeSubtractTime < pm->cmd.serverTime) { pm->ps->ammo[weaponData[pm->ps->weapon].ammoIndex] -= weaponData[pm->ps->weapon].altChargeSub; pm->ps->weaponChargeSubtractTime = pm->cmd.serverTime + weaponData[pm->ps->weapon].altChargeSubTime; } } } else { if ( pm->ps->weaponstate != WEAPON_CHARGING ) { // charge isn't started, so do it now pm->ps->weaponstate = WEAPON_CHARGING; pm->ps->weaponChargeTime = pm->cmd.serverTime; pm->ps->weaponChargeSubtractTime = pm->cmd.serverTime + weaponData[pm->ps->weapon].chargeSubTime; #ifdef _DEBUG Com_Printf("Starting charge\n"); #endif BG_AddPredictableEventToPlayerstate(EV_WEAPON_CHARGE, pm->ps->weapon, pm->ps); } if (pm->ps->ammo[weaponData[pm->ps->weapon].ammoIndex] < (weaponData[pm->ps->weapon].chargeSub+weaponData[pm->ps->weapon].energyPerShot)) { pm->ps->weaponstate = WEAPON_CHARGING; goto rest; } else if ((pm->cmd.serverTime - pm->ps->weaponChargeTime) < weaponData[pm->ps->weapon].maxCharge) { if (pm->ps->weaponChargeSubtractTime < pm->cmd.serverTime) { pm->ps->ammo[weaponData[pm->ps->weapon].ammoIndex] -= weaponData[pm->ps->weapon].chargeSub; pm->ps->weaponChargeSubtractTime = pm->cmd.serverTime + weaponData[pm->ps->weapon].chargeSubTime; } } } return qtrue; // short-circuit rest of weapon code } rest: // Only charging weapons should be able to set these states...so.... // let's see which fire mode we need to set up now that the buttons are up if ( pm->ps->weaponstate == WEAPON_CHARGING ) { // weapon has a charge, so let us do an attack #ifdef _DEBUG Com_Printf("Firing. Charge time=%d\n", pm->cmd.serverTime - pm->ps->weaponChargeTime); #endif // dumb, but since we shoot a charged weapon on button-up, we need to repress this button for now pm->cmd.buttons |= BUTTON_ATTACK; pm->ps->eFlags |= EF_FIRING; } else if ( pm->ps->weaponstate == WEAPON_CHARGING_ALT ) { // weapon has a charge, so let us do an alt-attack #ifdef _DEBUG Com_Printf("Firing. Charge time=%d\n", pm->cmd.serverTime - pm->ps->weaponChargeTime); #endif // dumb, but since we shoot a charged weapon on button-up, we need to repress this button for now pm->cmd.buttons |= BUTTON_ALT_ATTACK; pm->ps->eFlags |= (EF_FIRING|EF_ALT_FIRING); } return qfalse; // continue with the rest of the weapon code } #define BOWCASTER_CHARGE_UNIT 200.0f // bowcaster charging gives us one more unit every 200ms--if you change this, you'll have to do the same in g_weapon #define BRYAR_CHARGE_UNIT 200.0f // bryar charging gives us one more unit every 200ms--if you change this, you'll have to do the same in g_weapon int PM_ItemUsable(playerState_t *ps, int forcedUse) { vec3_t fwd, fwdorg, dest, pos; vec3_t yawonly; vec3_t mins, maxs; vec3_t trtest; trace_t tr; if (ps->usingATST) { return 0; } if (ps->pm_flags & PMF_USE_ITEM_HELD) { //force to let go first return 0; } if (!forcedUse) { forcedUse = bg_itemlist[ps->stats[STAT_HOLDABLE_ITEM]].giTag; } switch (forcedUse) { case HI_MEDPAC: if (ps->stats[STAT_HEALTH] >= ps->stats[STAT_MAX_HEALTH]) { return 0; } if (ps->stats[STAT_HEALTH] <= 0 || (ps->eFlags & EF_DEAD)) { return 0; } return 1; case HI_SEEKER: if (ps->eFlags & EF_SEEKERDRONE) { PM_AddEventWithParm(EV_ITEMUSEFAIL, SEEKER_ALREADYDEPLOYED); return 0; } return 1; case HI_SENTRY_GUN: if (ps->fd.sentryDeployed) { PM_AddEventWithParm(EV_ITEMUSEFAIL, SENTRY_ALREADYPLACED); return 0; } yawonly[ROLL] = 0; yawonly[PITCH] = 0; yawonly[YAW] = ps->viewangles[YAW]; VectorSet( mins, -8, -8, 0 ); VectorSet( maxs, 8, 8, 24 ); AngleVectors(yawonly, fwd, NULL, NULL); fwdorg[0] = ps->origin[0] + fwd[0]*64; fwdorg[1] = ps->origin[1] + fwd[1]*64; fwdorg[2] = ps->origin[2] + fwd[2]*64; trtest[0] = fwdorg[0] + fwd[0]*16; trtest[1] = fwdorg[1] + fwd[1]*16; trtest[2] = fwdorg[2] + fwd[2]*16; pm->trace(&tr, ps->origin, mins, maxs, trtest, ps->clientNum, MASK_PLAYERSOLID); if ((tr.fraction != 1 && tr.entityNum != ps->clientNum) || tr.startsolid || tr.allsolid) { PM_AddEventWithParm(EV_ITEMUSEFAIL, SENTRY_NOROOM); return 0; } return 1; case HI_SHIELD: mins[0] = -8; mins[1] = -8; mins[2] = 0; maxs[0] = 8; maxs[1] = 8; maxs[2] = 8; AngleVectors (ps->viewangles, fwd, NULL, NULL); fwd[2] = 0; VectorMA(ps->origin, 64, fwd, dest); pm->trace(&tr, ps->origin, mins, maxs, dest, ps->clientNum, MASK_SHOT ); if (tr.fraction > 0.9 && !tr.startsolid && !tr.allsolid) { VectorCopy(tr.endpos, pos); VectorSet( dest, pos[0], pos[1], pos[2] - 4096 ); pm->trace( &tr, pos, mins, maxs, dest, ps->clientNum, MASK_SOLID ); if ( !tr.startsolid && !tr.allsolid ) { return 1; } } PM_AddEventWithParm(EV_ITEMUSEFAIL, SHIELD_NOROOM); return 0; default: return 1; } } /* ============== PM_Weapon Generates weapon events and modifes the weapon counter ============== */ static void PM_Weapon( void ) { int addTime; int amount; int killAfterItem = 0; if (pm->ps->usingATST) { if ( pm->ps->weaponTime > 0 ) { pm->ps->weaponTime -= pml.msec; } if (pm->ps->weaponTime < 1 && (pm->cmd.buttons & (BUTTON_ATTACK|BUTTON_ALT_ATTACK))) { pm->ps->weaponTime += 500; if (pm->ps->atstAltFire) { PM_AddEvent( EV_ALT_FIRE ); pm->ps->atstAltFire = qfalse; } else { PM_AddEvent( EV_FIRE_WEAPON ); pm->ps->atstAltFire = qtrue; } } return; } if (pm->ps->weapon != WP_DISRUPTOR && pm->ps->weapon != WP_ROCKET_LAUNCHER) { //check for exceeding max charge time if not using disruptor or rocket launcher if ( pm->ps->weaponstate == WEAPON_CHARGING_ALT ) { int timeDif = (pm->cmd.serverTime - pm->ps->weaponChargeTime); if (timeDif > MAX_WEAPON_CHARGE_TIME) { pm->cmd.buttons &= ~BUTTON_ALT_ATTACK; } } if ( pm->ps->weaponstate == WEAPON_CHARGING ) { int timeDif = (pm->cmd.serverTime - pm->ps->weaponChargeTime); if (timeDif > MAX_WEAPON_CHARGE_TIME) { pm->cmd.buttons &= ~BUTTON_ATTACK; } } } if (pm->ps->forceHandExtend == HANDEXTEND_WEAPONREADY) { //reset into weapon stance if (pm->ps->weapon != WP_SABER) { //saber handles its own anims if (pm->ps->weapon == WP_DISRUPTOR && pm->ps->zoomMode == 1) { //PM_StartTorsoAnim( TORSO_WEAPONREADY4 ); PM_StartTorsoAnim( TORSO_RAISEWEAP1); } else { if (pm->ps->weapon == WP_EMPLACED_GUN) { PM_StartTorsoAnim( BOTH_GUNSIT1 ); } else { //PM_StartTorsoAnim( WeaponReadyAnim[pm->ps->weapon] ); PM_StartTorsoAnim( TORSO_RAISEWEAP1); } } } //we now go into a weapon raise anim after every force hand extend. //this is so that my holster-view-weapon-when-hand-extend stuff works. pm->ps->weaponstate = WEAPON_RAISING; pm->ps->weaponTime += 250; pm->ps->forceHandExtend = HANDEXTEND_NONE; } else if (pm->ps->forceHandExtend != HANDEXTEND_NONE) { //nothing else should be allowed to happen during this time, including weapon fire int desiredAnim = 0; switch(pm->ps->forceHandExtend) { case HANDEXTEND_FORCEPUSH: desiredAnim = BOTH_FORCEPUSH; break; case HANDEXTEND_FORCEPULL: desiredAnim = BOTH_FORCEPULL; break; case HANDEXTEND_FORCEGRIP: desiredAnim = BOTH_FORCEGRIP_HOLD; break; case HANDEXTEND_SABERPULL: desiredAnim = BOTH_SABERPULL; break; case HANDEXTEND_CHOKE: desiredAnim = BOTH_CHOKE3; //left-handed choke /* if ( pm->ps->weapon == WP_NONE || pm->ps->weapon == WP_MELEE ) { desiredAnim = BOTH_CHOKE1; //two-handed choke } */ break; case HANDEXTEND_DODGE: desiredAnim = pm->ps->forceDodgeAnim; break; case HANDEXTEND_KNOCKDOWN: if (pm->ps->forceDodgeAnim) { if (pm->ps->forceDodgeAnim == 2) { desiredAnim = BOTH_FORCE_GETUP_B1; } else if (pm->ps->forceDodgeAnim == 3) { desiredAnim = BOTH_FORCE_GETUP_B3; } else { desiredAnim = BOTH_GETUP1; } } else { desiredAnim = BOTH_KNOCKDOWN1; } break; case HANDEXTEND_DUELCHALLENGE: desiredAnim = BOTH_ENGAGETAUNT; break; case HANDEXTEND_TAUNT: desiredAnim = pm->ps->forceDodgeAnim; break; //Hmm... maybe use these, too? //BOTH_FORCEHEAL_QUICK //quick heal (SP level 2 & 3) //BOTH_MINDTRICK1 // wave (maybe for mind trick 2 & 3 - whole area, and for force seeing) //BOTH_MINDTRICK2 // tap (maybe for mind trick 1 - one person) //BOTH_FORCEGRIP_START //start grip //BOTH_FORCEGRIP_HOLD //hold grip //BOTH_FORCEGRIP_RELEASE //release grip //BOTH_FORCELIGHTNING //quick lightning burst (level 1) //BOTH_FORCELIGHTNING_START //start lightning //BOTH_FORCELIGHTNING_HOLD //hold lightning //BOTH_FORCELIGHTNING_RELEASE //release lightning default: desiredAnim = BOTH_FORCEPUSH; break; } PM_SetAnim(SETANIM_TORSO, desiredAnim, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD, 100); pm->ps->torsoTimer = 1; if (pm->ps->forceHandExtend == HANDEXTEND_DODGE || pm->ps->forceHandExtend == HANDEXTEND_KNOCKDOWN || (pm->ps->forceHandExtend == HANDEXTEND_CHOKE && pm->ps->groundEntityNum == ENTITYNUM_NONE) ) { //special case, play dodge anim on whole body, choke anim too if off ground PM_SetAnim(SETANIM_LEGS, desiredAnim, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD, 100); pm->ps->legsTimer = 1; } return; } if (BG_InSpecialJump(pm->ps->legsAnim) || BG_InRoll(pm->ps, pm->ps->legsAnim) || PM_InRollComplete(pm->ps, pm->ps->legsAnim)) { pm->cmd.weapon = WP_SABER; pm->ps->weapon = WP_SABER; } if (pm->ps->duelInProgress) { pm->cmd.weapon = WP_SABER; pm->ps->weapon = WP_SABER; if (pm->ps->duelTime >= pm->cmd.serverTime) { pm->cmd.upmove = 0; pm->cmd.forwardmove = 0; pm->cmd.rightmove = 0; } } if (pm->ps->weapon == WP_SABER && pm->ps->saberMove != LS_READY && pm->ps->saberMove != LS_NONE) { pm->cmd.weapon = WP_SABER; //don't allow switching out mid-attack } if (pm->ps->weapon == WP_SABER) { //rww - we still need the item stuff, so we won't return immediately PM_WeaponLightsaber(); killAfterItem = 1; } else { pm->ps->saberHolstered = qfalse; } if (pm->ps->weapon == WP_THERMAL || pm->ps->weapon == WP_TRIP_MINE || pm->ps->weapon == WP_DET_PACK) { if (pm->ps->weapon == WP_THERMAL) { if ((pm->ps->torsoAnim&~ANIM_TOGGLEBIT) == WeaponAttackAnim[pm->ps->weapon] && (pm->ps->weaponTime-200) <= 0) { PM_StartTorsoAnim( WeaponReadyAnim[pm->ps->weapon] ); } } else { if ((pm->ps->torsoAnim&~ANIM_TOGGLEBIT) == WeaponAttackAnim[pm->ps->weapon] && (pm->ps->weaponTime-700) <= 0) { PM_StartTorsoAnim( WeaponReadyAnim[pm->ps->weapon] ); } } } // don't allow attack until all buttons are up if ( pm->ps->pm_flags & PMF_RESPAWNED ) { return; } // ignore if spectator if ( pm->ps->persistant[PERS_TEAM] == TEAM_SPECTATOR ) { return; } // check for dead player if ( pm->ps->stats[STAT_HEALTH] <= 0 ) { pm->ps->weapon = WP_NONE; return; } // check for item using if ( pm->cmd.buttons & BUTTON_USE_HOLDABLE ) { if ( ! ( pm->ps->pm_flags & PMF_USE_ITEM_HELD ) ) { if (!pm->ps->stats[STAT_HOLDABLE_ITEM]) { return; } if (!PM_ItemUsable(pm->ps, 0)) { pm->ps->pm_flags |= PMF_USE_ITEM_HELD; return; } else { if (pm->ps->stats[STAT_HOLDABLE_ITEMS] & (1 << bg_itemlist[pm->ps->stats[STAT_HOLDABLE_ITEM]].giTag)) { if (bg_itemlist[pm->ps->stats[STAT_HOLDABLE_ITEM]].giTag != HI_BINOCULARS) { //never use up the binoculars pm->ps->stats[STAT_HOLDABLE_ITEMS] -= (1 << bg_itemlist[pm->ps->stats[STAT_HOLDABLE_ITEM]].giTag); } } else { return; //this should not happen... } pm->ps->pm_flags |= PMF_USE_ITEM_HELD; PM_AddEvent( EV_USE_ITEM0 + bg_itemlist[pm->ps->stats[STAT_HOLDABLE_ITEM]].giTag ); if (bg_itemlist[pm->ps->stats[STAT_HOLDABLE_ITEM]].giTag != HI_BINOCULARS) { pm->ps->stats[STAT_HOLDABLE_ITEM] = 0; BG_CycleInven(pm->ps, 1); } } return; } } else { pm->ps->pm_flags &= ~PMF_USE_ITEM_HELD; } if (pm->ps->weapon == WP_SABER) { //we can't toggle zoom while using saber (for obvious reasons) so make sure it's always off pm->ps->zoomMode = 0; pm->ps->zoomFov = 0; pm->ps->zoomLocked = qfalse; pm->ps->zoomLockTime = 0; } if (killAfterItem) { return; } // make weapon function if ( pm->ps->weaponTime > 0 ) { pm->ps->weaponTime -= pml.msec; } if (pm->ps->isJediMaster && pm->ps->emplacedIndex) { pm->ps->emplacedIndex = 0; } if (pm->ps->duelInProgress && pm->ps->emplacedIndex) { pm->ps->emplacedIndex = 0; } if (pm->ps->weapon == WP_EMPLACED_GUN && pm->ps->emplacedIndex) { pm->cmd.weapon = WP_EMPLACED_GUN; //No switch for you! PM_StartTorsoAnim( BOTH_GUNSIT1 ); } if (pm->ps->isJediMaster || pm->ps->duelInProgress || pm->ps->trueJedi) { pm->cmd.weapon = WP_SABER; pm->ps->weapon = WP_SABER; if (pm->ps->isJediMaster || pm->ps->trueJedi) { pm->ps->stats[STAT_WEAPONS] = (1 << WP_SABER); } } amount = weaponData[pm->ps->weapon].energyPerShot; // take an ammo away if not infinite if ( pm->ps->weapon != WP_NONE && pm->ps->weapon == pm->cmd.weapon && (pm->ps->weaponTime <= 0 || pm->ps->weaponstate != WEAPON_FIRING) ) { if ( pm->ps->ammo[ weaponData[pm->ps->weapon].ammoIndex ] != -1 ) { // enough energy to fire this weapon? if (pm->ps->ammo[weaponData[pm->ps->weapon].ammoIndex] < weaponData[pm->ps->weapon].energyPerShot && pm->ps->ammo[weaponData[pm->ps->weapon].ammoIndex] < weaponData[pm->ps->weapon].altEnergyPerShot) { //the weapon is out of ammo essentially because it cannot fire primary or secondary, so do the switch //regardless of if the player is attacking or not PM_AddEventWithParm( EV_NOAMMO, WP_NUM_WEAPONS+pm->ps->weapon ); if (pm->ps->weaponTime < 500) { pm->ps->weaponTime += 500; } return; } if (pm->ps->weapon == WP_DET_PACK && !pm->ps->hasDetPackPlanted && pm->ps->ammo[weaponData[pm->ps->weapon].ammoIndex] < 1) { PM_AddEventWithParm( EV_NOAMMO, WP_NUM_WEAPONS+pm->ps->weapon ); if (pm->ps->weaponTime < 500) { pm->ps->weaponTime += 500; } return; } } } // check for weapon change // can't change if weapon is firing, but can change // again if lowering or raising if ( pm->ps->weaponTime <= 0 || pm->ps->weaponstate != WEAPON_FIRING ) { if ( pm->ps->weapon != pm->cmd.weapon ) { PM_BeginWeaponChange( pm->cmd.weapon ); } } if ( pm->ps->weaponTime > 0 ) { return; } // change weapon if time if ( pm->ps->weaponstate == WEAPON_DROPPING ) { PM_FinishWeaponChange(); return; } if ( pm->ps->weaponstate == WEAPON_RAISING ) { pm->ps->weaponstate = WEAPON_READY; if ( pm->ps->weapon == WP_SABER ) { PM_StartTorsoAnim( PM_GetSaberStance() ); } else { if (pm->ps->weapon == WP_DISRUPTOR && pm->ps->zoomMode == 1) { PM_StartTorsoAnim( TORSO_WEAPONREADY4 ); } else { if (pm->ps->weapon == WP_EMPLACED_GUN) { PM_StartTorsoAnim( BOTH_GUNSIT1 ); } else { PM_StartTorsoAnim( WeaponReadyAnim[pm->ps->weapon] ); } } } return; } if (((pm->ps->torsoAnim & ~ANIM_TOGGLEBIT) == TORSO_WEAPONREADY4 || (pm->ps->torsoAnim & ~ANIM_TOGGLEBIT) == BOTH_ATTACK4) && (pm->ps->weapon != WP_DISRUPTOR || pm->ps->zoomMode != 1)) { if (pm->ps->weapon == WP_EMPLACED_GUN) { PM_StartTorsoAnim( BOTH_GUNSIT1 ); } else { PM_StartTorsoAnim( WeaponReadyAnim[pm->ps->weapon] ); } } else if (((pm->ps->torsoAnim & ~ANIM_TOGGLEBIT) != TORSO_WEAPONREADY4 && (pm->ps->torsoAnim & ~ANIM_TOGGLEBIT) != BOTH_ATTACK4) && (pm->ps->weapon == WP_DISRUPTOR && pm->ps->zoomMode == 1)) { PM_StartTorsoAnim( TORSO_WEAPONREADY4 ); } if (pm->ps->weapon != WP_ROCKET_LAUNCHER) { pm->ps->rocketLockIndex = MAX_CLIENTS; pm->ps->rocketLockTime = 0; pm->ps->rocketTargetTime = 0; } if ( PM_DoChargedWeapons()) { // In some cases the charged weapon code may want us to short circuit the rest of the firing code return; } // check for fire if ( ! (pm->cmd.buttons & (BUTTON_ATTACK|BUTTON_ALT_ATTACK))) { pm->ps->weaponTime = 0; pm->ps->weaponstate = WEAPON_READY; return; } if (pm->ps->weapon == WP_EMPLACED_GUN) { addTime = weaponData[pm->ps->weapon].fireTime; pm->ps->weaponTime += addTime; PM_AddEvent( EV_FIRE_WEAPON ); return; } if (pm->ps->weapon == WP_DISRUPTOR && (pm->cmd.buttons & BUTTON_ALT_ATTACK) && !pm->ps->zoomLocked) { return; } if (pm->ps->weapon == WP_DISRUPTOR && (pm->cmd.buttons & BUTTON_ALT_ATTACK) && pm->ps->zoomMode == 2) { //can't use disruptor secondary while zoomed binoculars return; } if (pm->ps->weapon == WP_DISRUPTOR && pm->ps->zoomMode == 1) { PM_StartTorsoAnim( BOTH_ATTACK4 ); } else { PM_StartTorsoAnim( WeaponAttackAnim[pm->ps->weapon] ); } if ( pm->cmd.buttons & BUTTON_ALT_ATTACK ) { amount = weaponData[pm->ps->weapon].altEnergyPerShot; } else { amount = weaponData[pm->ps->weapon].energyPerShot; } pm->ps->weaponstate = WEAPON_FIRING; // take an ammo away if not infinite if ( pm->ps->ammo[ weaponData[pm->ps->weapon].ammoIndex ] != -1 ) { // enough energy to fire this weapon? if ((pm->ps->ammo[weaponData[pm->ps->weapon].ammoIndex] - amount) >= 0) { pm->ps->ammo[weaponData[pm->ps->weapon].ammoIndex] -= amount; } else // Not enough energy { // Switch weapons if (pm->ps->weapon != WP_DET_PACK || !pm->ps->hasDetPackPlanted) { PM_AddEventWithParm( EV_NOAMMO, WP_NUM_WEAPONS+pm->ps->weapon ); if (pm->ps->weaponTime < 500) { pm->ps->weaponTime += 500; } } return; } } if ( pm->cmd.buttons & BUTTON_ALT_ATTACK ) { if (pm->ps->weapon == WP_DISRUPTOR && pm->ps->zoomMode != 1) { PM_AddEvent( EV_FIRE_WEAPON ); addTime = weaponData[pm->ps->weapon].fireTime; } else { PM_AddEvent( EV_ALT_FIRE ); addTime = weaponData[pm->ps->weapon].altFireTime; } } else { PM_AddEvent( EV_FIRE_WEAPON ); addTime = weaponData[pm->ps->weapon].fireTime; } if ( pm->ps->powerups[PW_HASTE] ) { addTime /= 1.3; } if (pm->ps->fd.forcePowersActive & (1 << FP_RAGE)) { addTime *= 0.75; } else if (pm->ps->fd.forceRageRecoveryTime > pm->cmd.serverTime) { addTime *= 1.5; } pm->ps->weaponTime += addTime; } /* ================ PM_Animate ================ */ static void PM_Animate( void ) { if ( pm->cmd.buttons & BUTTON_GESTURE ) { if ( pm->ps->torsoTimer < 1 && pm->ps->forceHandExtend == HANDEXTEND_NONE && pm->ps->legsTimer < 1 && pm->ps->weaponTime < 1 && pm->ps->saberLockTime < pm->cmd.serverTime) { /* PM_StartTorsoAnim( BOTH_TALKGESTURE3 ); pm->ps->torsoTimer = TIMER_GESTURE; */ pm->ps->forceHandExtend = HANDEXTEND_TAUNT; //FIXME: random taunt anims? pm->ps->forceDodgeAnim = BOTH_ENGAGETAUNT; pm->ps->forceHandExtendTime = pm->cmd.serverTime + 1000; pm->ps->weaponTime = 100; PM_AddEvent( EV_TAUNT ); } #if 0 // Here's an interesting bit. The bots in TA used buttons to do additional gestures. // I ripped them out because I didn't want too many buttons given the fact that I was already adding some for JK2. // We can always add some back in if we want though. } else if ( pm->cmd.buttons & BUTTON_GETFLAG ) { if ( pm->ps->torsoTimer == 0 ) { PM_StartTorsoAnim( TORSO_GETFLAG ); pm->ps->torsoTimer = 600; //TIMER_GESTURE; } } else if ( pm->cmd.buttons & BUTTON_GUARDBASE ) { if ( pm->ps->torsoTimer == 0 ) { PM_StartTorsoAnim( TORSO_GUARDBASE ); pm->ps->torsoTimer = 600; //TIMER_GESTURE; } } else if ( pm->cmd.buttons & BUTTON_PATROL ) { if ( pm->ps->torsoTimer == 0 ) { PM_StartTorsoAnim( TORSO_PATROL ); pm->ps->torsoTimer = 600; //TIMER_GESTURE; } } else if ( pm->cmd.buttons & BUTTON_FOLLOWME ) { if ( pm->ps->torsoTimer == 0 ) { PM_StartTorsoAnim( TORSO_FOLLOWME ); pm->ps->torsoTimer = 600; //TIMER_GESTURE; } } else if ( pm->cmd.buttons & BUTTON_AFFIRMATIVE ) { if ( pm->ps->torsoTimer == 0 ) { PM_StartTorsoAnim( TORSO_AFFIRMATIVE); pm->ps->torsoTimer = 600; //TIMER_GESTURE; } } else if ( pm->cmd.buttons & BUTTON_NEGATIVE ) { if ( pm->ps->torsoTimer == 0 ) { PM_StartTorsoAnim( TORSO_NEGATIVE ); pm->ps->torsoTimer = 600; //TIMER_GESTURE; } #endif // } } /* ================ PM_DropTimers ================ */ static void PM_DropTimers( void ) { // drop misc timing counter if ( pm->ps->pm_time ) { if ( pml.msec >= pm->ps->pm_time ) { pm->ps->pm_flags &= ~PMF_ALL_TIMES; pm->ps->pm_time = 0; } else { pm->ps->pm_time -= pml.msec; } } // drop animation counter if ( pm->ps->legsTimer > 0 ) { pm->ps->legsTimer -= pml.msec; if ( pm->ps->legsTimer < 0 ) { pm->ps->legsTimer = 0; } } if ( pm->ps->torsoTimer > 0 ) { pm->ps->torsoTimer -= pml.msec; if ( pm->ps->torsoTimer < 0 ) { pm->ps->torsoTimer = 0; } } } /* ================ PM_UpdateViewAngles This can be used as another entry point when only the viewangles are being updated isntead of a full move ================ */ void PM_UpdateViewAngles( playerState_t *ps, const usercmd_t *cmd ) { short temp; int i; if ( ps->pm_type == PM_INTERMISSION || ps->pm_type == PM_SPINTERMISSION) { return; // no view changes at all } if ( ps->pm_type != PM_SPECTATOR && ps->stats[STAT_HEALTH] <= 0 ) { return; // no view changes at all } // circularly clamp the angles with deltas for (i=0 ; i<3 ; i++) { temp = cmd->angles[i] + ps->delta_angles[i]; if ( i == PITCH ) { // don't let the player look up or down more than 90 degrees if ( temp > 16000 ) { ps->delta_angles[i] = 16000 - cmd->angles[i]; temp = 16000; } else if ( temp < -16000 ) { ps->delta_angles[i] = -16000 - cmd->angles[i]; temp = -16000; } } ps->viewangles[i] = SHORT2ANGLE(temp); } } //------------------------------------------- void PM_AdjustAttackStates( pmove_t *pm ) //------------------------------------------- { int amount; // get ammo usage if ( pm->cmd.buttons & BUTTON_ALT_ATTACK ) { amount = pm->ps->ammo[weaponData[ pm->ps->weapon ].ammoIndex] - weaponData[pm->ps->weapon].altEnergyPerShot; } else { amount = pm->ps->ammo[weaponData[ pm->ps->weapon ].ammoIndex] - weaponData[pm->ps->weapon].energyPerShot; } // disruptor alt-fire should toggle the zoom mode, but only bother doing this for the player? if ( pm->ps->weapon == WP_DISRUPTOR && pm->ps->weaponstate == WEAPON_READY ) { if ( !(pm->ps->eFlags & EF_ALT_FIRING) && (pm->cmd.buttons & BUTTON_ALT_ATTACK) /*&& pm->cmd.upmove <= 0 && !pm->cmd.forwardmove && !pm->cmd.rightmove*/) { // We just pressed the alt-fire key if ( !pm->ps->zoomMode ) { // not already zooming, so do it now pm->ps->zoomMode = 1; pm->ps->zoomLocked = qfalse; pm->ps->zoomFov = 80.0f;//cg_fov.value; pm->ps->zoomLockTime = pm->cmd.serverTime + 50; PM_AddEvent(EV_DISRUPTOR_ZOOMSOUND); } else if (pm->ps->zoomMode == 1 && pm->ps->zoomLockTime < pm->cmd.serverTime) { //check for == 1 so we can't turn binoculars off with disruptor alt fire // already zooming, so must be wanting to turn it off pm->ps->zoomMode = 0; pm->ps->zoomTime = pm->ps->commandTime; pm->ps->zoomLocked = qfalse; PM_AddEvent(EV_DISRUPTOR_ZOOMSOUND); } } else if ( !(pm->cmd.buttons & BUTTON_ALT_ATTACK ) && pm->ps->zoomLockTime < pm->cmd.serverTime) { // Not pressing zoom any more if ( pm->ps->zoomMode ) { if (pm->ps->zoomMode == 1 && !pm->ps->zoomLocked) { //approximate what level the client should be zoomed at based on how long zoom was held pm->ps->zoomFov = ((pm->cmd.serverTime+50) - pm->ps->zoomLockTime) * 0.035f; if (pm->ps->zoomFov > 50) { pm->ps->zoomFov = 50; } if (pm->ps->zoomFov < 1) { pm->ps->zoomFov = 1; } } // were zooming in, so now lock the zoom pm->ps->zoomLocked = qtrue; } } //This seemed like a good idea, but apparently it confuses people. So disabled for now. /* else if (!(pm->ps->eFlags & EF_ALT_FIRING) && (pm->cmd.buttons & BUTTON_ALT_ATTACK) && (pm->cmd.upmove > 0 || pm->cmd.forwardmove || pm->cmd.rightmove)) { //if you try to zoom while moving, just convert it into a primary attack pm->cmd.buttons &= ~BUTTON_ALT_ATTACK; pm->cmd.buttons |= BUTTON_ATTACK; } */ if (pm->cmd.upmove > 0 || pm->cmd.forwardmove || pm->cmd.rightmove) { if (pm->ps->zoomMode == 1 && pm->ps->zoomLockTime < pm->cmd.serverTime) { //check for == 1 so we can't turn binoculars off with disruptor alt fire pm->ps->zoomMode = 0; pm->ps->zoomTime = pm->ps->commandTime; pm->ps->zoomLocked = qfalse; PM_AddEvent(EV_DISRUPTOR_ZOOMSOUND); } } if ( pm->cmd.buttons & BUTTON_ATTACK ) { // If we are zoomed, we should switch the ammo usage to the alt-fire, otherwise, we'll // just use whatever ammo was selected from above if ( pm->ps->zoomMode ) { amount = pm->ps->ammo[weaponData[ pm->ps->weapon ].ammoIndex] - weaponData[pm->ps->weapon].altEnergyPerShot; } } else { // alt-fire button pressing doesn't use any ammo amount = 0; } } else if (pm->ps->weapon == WP_DISRUPTOR) //still perform certain checks, even if the weapon is not ready { if (pm->cmd.upmove > 0 || pm->cmd.forwardmove || pm->cmd.rightmove) { if (pm->ps->zoomMode == 1 && pm->ps->zoomLockTime < pm->cmd.serverTime) { //check for == 1 so we can't turn binoculars off with disruptor alt fire pm->ps->zoomMode = 0; pm->ps->zoomTime = pm->ps->commandTime; pm->ps->zoomLocked = qfalse; PM_AddEvent(EV_DISRUPTOR_ZOOMSOUND); } } } /* // set the firing flag for continuous beam weapons if ( !(pm->ps->pm_flags & PMF_RESPAWNED) && pm->ps->pm_type != PM_INTERMISSION && ( pm->cmd.buttons & (BUTTON_ATTACK|BUTTON_ALT_ATTACK)) && pm->ps->ammo[ weaponData[pm->ps->weapon].ammoIndex ] ) { // Check more in depth here. if ((pm->cmd.buttons & BUTTON_ATTACK) && pm->ps->ammo[weaponData[pm->ps->weapon].ammoIndex] >= weaponData[pm->ps->weapon].energyPerShot) { pm->ps->eFlags |= EF_FIRING; pm->ps->eFlags &= ~EF_ALT_FIRING; } else if ((pm->cmd.buttons & BUTTON_ALT_ATTACK) && pm->ps->ammo[weaponData[pm->ps->weapon].ammoIndex] >= weaponData[pm->ps->weapon].altEnergyPerShot) { pm->ps->eFlags |= (EF_FIRING|EF_ALT_FIRING); // Both are set in the event of an alt fire } else { pm->ps->eFlags &= ~(EF_FIRING|EF_ALT_FIRING); } } else { pm->ps->eFlags &= ~(EF_FIRING|EF_ALT_FIRING); } */ // set the firing flag for continuous beam weapons, saber will fire even if out of ammo if ( !(pm->ps->pm_flags & PMF_RESPAWNED) && pm->ps->pm_type != PM_INTERMISSION && ( pm->cmd.buttons & (BUTTON_ATTACK|BUTTON_ALT_ATTACK)) && ( amount >= 0 || pm->ps->weapon == WP_SABER )) { if ( pm->cmd.buttons & BUTTON_ALT_ATTACK ) { pm->ps->eFlags |= EF_ALT_FIRING; } else { pm->ps->eFlags &= ~EF_ALT_FIRING; } // This flag should always get set, even when alt-firing pm->ps->eFlags |= EF_FIRING; } else { // Clear 'em out pm->ps->eFlags &= ~(EF_FIRING|EF_ALT_FIRING); } // disruptor should convert a main fire to an alt-fire if the gun is currently zoomed if ( pm->ps->weapon == WP_DISRUPTOR) { if ( pm->cmd.buttons & BUTTON_ATTACK && pm->ps->zoomMode == 1 && pm->ps->zoomLocked) { // converting the main fire to an alt-fire pm->cmd.buttons |= BUTTON_ALT_ATTACK; pm->ps->eFlags |= EF_ALT_FIRING; } else if ( pm->cmd.buttons & BUTTON_ALT_ATTACK && pm->ps->zoomMode == 1 && pm->ps->zoomLocked) { pm->cmd.buttons &= ~BUTTON_ALT_ATTACK; pm->ps->eFlags &= ~EF_ALT_FIRING; } } } void BG_CmdForRoll( int anim, usercmd_t *pCmd ) { switch ( (anim&~ANIM_TOGGLEBIT) ) { case BOTH_ROLL_F: pCmd->forwardmove = 127; pCmd->rightmove = 0; break; case BOTH_ROLL_B: pCmd->forwardmove = -127; pCmd->rightmove = 0; break; case BOTH_ROLL_R: pCmd->forwardmove = 0; pCmd->rightmove = 127; break; case BOTH_ROLL_L: pCmd->forwardmove = 0; pCmd->rightmove = -127; break; } pCmd->upmove = 0; } qboolean PM_SaberInTransition( int move ); void BG_AdjustClientSpeed(playerState_t *ps, usercmd_t *cmd, int svTime) { //For prediction, always reset speed back to the last known server base speed //If we didn't do this, under lag we'd eventually dwindle speed down to 0 even though //that would not be the correct predicted value. ps->speed = ps->basespeed; if (ps->forceHandExtend == HANDEXTEND_DODGE) { ps->speed = 0; } if (ps->forceHandExtend == HANDEXTEND_KNOCKDOWN) { ps->speed = 0; } if (ps->usingATST && (cmd->rightmove || cmd->forwardmove)) { if (!ps->holdMoveTime) { ps->torsoAnim = ( ( ps->torsoAnim & ANIM_TOGGLEBIT ) ^ ANIM_TOGGLEBIT ) | BOTH_RUN1START; ps->holdMoveTime = svTime; } } else { ps->holdMoveTime = 0; if (ps->usingATST) { ps->torsoAnim = ( ( ps->torsoAnim & ANIM_TOGGLEBIT ) ^ ANIM_TOGGLEBIT ) | BOTH_STAND1; } } if (ps->usingATST && ((svTime - ps->holdMoveTime) < 500 || !ps->holdMoveTime)) { ps->speed = 0; } else if (ps->usingATST) { if ((svTime - ps->holdMoveTime) < 600) { ps->speed *= 0.4; } else if ((svTime - ps->holdMoveTime) < 1000) { ps->speed *= 0.5; } else if ((svTime - ps->holdMoveTime) < 1400) { ps->speed *= 0.6; } else if ((svTime - ps->holdMoveTime) < 1700) { ps->speed *= 0.7; } else if ((svTime - ps->holdMoveTime) < 1900) { ps->speed *= 0.8; } if (cmd->forwardmove < 0) { ps->torsoAnim = ( ( ps->torsoAnim & ANIM_TOGGLEBIT ) ^ ANIM_TOGGLEBIT ) | BOTH_WALKBACK1; ps->speed *= 0.6; } else { ps->torsoAnim = ( ( ps->torsoAnim & ANIM_TOGGLEBIT ) ^ ANIM_TOGGLEBIT ) | BOTH_RUN1; } } if (ps->fd.forcePowersActive & (1 << FP_GRIP)) { ps->speed *= 0.4; } if (ps->fd.forcePowersActive & (1 << FP_SPEED)) { if (ps->fd.forceSpeedSmash < 1.2) { ps->fd.forceSpeedSmash = 1.2; } if (ps->fd.forceSpeedSmash > forceSpeedLevels[ps->fd.forcePowerLevel[FP_SPEED]]) //2.8 { ps->fd.forceSpeedSmash = forceSpeedLevels[ps->fd.forcePowerLevel[FP_SPEED]]; } ps->speed *= ps->fd.forceSpeedSmash; ps->fd.forceSpeedSmash += 0.005f; } if (ps->fd.forcePowersActive & (1 << FP_RAGE)) { ps->speed *= 1.3; } else if (ps->fd.forceRageRecoveryTime > svTime) { ps->speed *= 0.75; } if (ps->fd.forceGripCripple) { if (ps->fd.forcePowersActive & (1 << FP_RAGE)) { ps->speed *= 0.9; } else if (ps->fd.forcePowersActive & (1 << FP_SPEED)) { //force speed will help us escape ps->speed *= 0.8; } else { ps->speed *= 0.2; } } if ( BG_SaberInAttack( ps->saberMove ) && cmd->forwardmove < 0 ) {//if running backwards while attacking, don't run as fast. switch( ps->fd.saberAnimLevel ) { case FORCE_LEVEL_1: ps->speed *= 0.75f; break; case FORCE_LEVEL_2: ps->speed *= 0.60f; break; case FORCE_LEVEL_3: ps->speed *= 0.45f; break; default: break; } } else if ( BG_SpinningSaberAnim( ps->legsAnim ) ) { if (ps->fd.saberAnimLevel == FORCE_LEVEL_3) { ps->speed *= 0.3f; } else { ps->speed *= 0.5f; } } else if ( ps->weapon == WP_SABER && BG_SaberInAttack( ps->saberMove ) ) {//if attacking with saber while running, drop your speed switch( ps->fd.saberAnimLevel ) { case FORCE_LEVEL_2: ps->speed *= 0.85f; break; case FORCE_LEVEL_3: //ps->speed *= 0.70f; ps->speed *= 0.55f; break; default: break; } } else if (ps->weapon == WP_SABER && ps->fd.saberAnimLevel == FORCE_LEVEL_3 && PM_SaberInTransition(ps->saberMove)) { //Now, we want to even slow down in transitions for level 3 (since it has chains and stuff now) if (cmd->forwardmove < 0) { ps->speed *= 0.4f; } else { ps->speed *= 0.6f; } } if ( BG_InRoll( ps, ps->legsAnim ) && ps->speed > 200 ) { //can't roll unless you're able to move normally BG_CmdForRoll( ps->legsAnim, cmd ); if ((ps->legsAnim&~ANIM_TOGGLEBIT) == BOTH_ROLL_B) { //backwards roll is pretty fast, should also be slower ps->speed = ps->legsTimer/2.5; } else { ps->speed = ps->legsTimer/1.5;//450; } if (ps->speed > 600) { ps->speed = 600; } //Automatically slow down as the roll ends. } } /* ================ PmoveSingle ================ */ void trap_SnapVector( float *v ); void PmoveSingle (pmove_t *pmove) { pm = pmove; gPMDoSlowFall = PM_DoSlowFall(); // this counter lets us debug movement problems with a journal // by setting a conditional breakpoint fot the previous frame c_pmove++; // clear results pm->numtouch = 0; pm->watertype = 0; pm->waterlevel = 0; if (pm->ps->pm_type == PM_FLOAT) { //You get no control over where you go in grip movement pm->cmd.forwardmove = 0; pm->cmd.rightmove = 0; pm->cmd.upmove = 0; } if (pm->ps->eFlags & EF_DISINTEGRATION) { pm->cmd.forwardmove = 0; pm->cmd.rightmove = 0; pm->cmd.upmove = 0; } if ( pm->ps->saberMove == LS_A_LUNGE ) {//can't move during lunge pm->cmd.rightmove = pm->cmd.upmove = 0; if ( pm->ps->legsTimer > 500 ) { pm->cmd.forwardmove = 127; } else { pm->cmd.forwardmove = 0; } } if ( pm->ps->saberMove == LS_A_JUMP_T__B_ ) {//can't move during leap if ( pm->ps->groundEntityNum != ENTITYNUM_NONE ) {//hit the ground pm->cmd.forwardmove = 0; } pm->cmd.rightmove = pm->cmd.upmove = 0; } if ( pm->ps->saberMove == LS_A_BACK || pm->ps->saberMove == LS_A_BACK_CR || pm->ps->saberMove == LS_A_BACKSTAB || pm->ps->saberMove == LS_A_FLIP_STAB || pm->ps->saberMove == LS_A_FLIP_SLASH || pm->ps->saberMove == LS_A_JUMP_T__B_ ) { pm->cmd.forwardmove = 0; pm->cmd.rightmove = 0; pm->cmd.upmove = 0; } if ((pm->ps->legsAnim&~ANIM_TOGGLEBIT) == (BOTH_A2_STABBACK1) || (pm->ps->legsAnim&~ANIM_TOGGLEBIT) == (BOTH_ATTACK_BACK) || (pm->ps->legsAnim&~ANIM_TOGGLEBIT) == (BOTH_CROUCHATTACKBACK1) || //(pm->ps->legsAnim&~ANIM_TOGGLEBIT) == (BOTH_LUNGE2_B__T_) || (pm->ps->legsAnim&~ANIM_TOGGLEBIT) == (BOTH_FORCELEAP2_T__B_) || (pm->ps->legsAnim&~ANIM_TOGGLEBIT) == (BOTH_JUMPFLIPSTABDOWN) || (pm->ps->legsAnim&~ANIM_TOGGLEBIT) == (BOTH_JUMPFLIPSLASHDOWN1)) { pm->cmd.forwardmove = 0; pm->cmd.rightmove = 0; pm->cmd.upmove = 0; } if (pm->ps->emplacedIndex) { if (pm->cmd.forwardmove < 0) { pm->ps->emplacedIndex = 0; } else { pm->cmd.forwardmove = 0; pm->cmd.rightmove = 0; pm->cmd.upmove = 0; } } if (pm->ps->weapon == WP_DISRUPTOR && pm->ps->weaponstate == WEAPON_CHARGING_ALT) { //not allowed to move while charging the disruptor pm->cmd.forwardmove = 0; pm->cmd.rightmove = 0; if (pm->cmd.upmove > 0) { pm->cmd.upmove = 0; } } BG_AdjustClientSpeed(pm->ps, &pm->cmd, pm->cmd.serverTime); if ( pm->ps->stats[STAT_HEALTH] <= 0 ) { pm->tracemask &= ~CONTENTS_BODY; // corpses can fly through bodies } // make sure walking button is clear if they are running, to avoid // proxy no-footsteps cheats if ( abs( pm->cmd.forwardmove ) > 64 || abs( pm->cmd.rightmove ) > 64 ) { pm->cmd.buttons &= ~BUTTON_WALKING; } // set the talk balloon flag if ( pm->cmd.buttons & BUTTON_TALK ) { pm->ps->eFlags |= EF_TALK; } else { pm->ps->eFlags &= ~EF_TALK; } // In certain situations, we may want to control which attack buttons are pressed and what kind of functionality // is attached to them PM_AdjustAttackStates( pm ); // clear the respawned flag if attack and use are cleared if ( pm->ps->stats[STAT_HEALTH] > 0 && !( pm->cmd.buttons & (BUTTON_ATTACK | BUTTON_USE_HOLDABLE) ) ) { pm->ps->pm_flags &= ~PMF_RESPAWNED; } // if talk button is down, dissallow all other input // this is to prevent any possible intercept proxy from // adding fake talk balloons if ( pmove->cmd.buttons & BUTTON_TALK ) { // keep the talk button set tho for when the cmd.serverTime > 66 msec // and the same cmd is used multiple times in Pmove pmove->cmd.buttons = BUTTON_TALK; pmove->cmd.forwardmove = 0; pmove->cmd.rightmove = 0; pmove->cmd.upmove = 0; } // clear all pmove local vars memset (&pml, 0, sizeof(pml)); // determine the time pml.msec = pmove->cmd.serverTime - pm->ps->commandTime; if ( pml.msec < 1 ) { pml.msec = 1; } else if ( pml.msec > 200 ) { pml.msec = 200; } pm->ps->commandTime = pmove->cmd.serverTime; // save old org in case we get stuck VectorCopy (pm->ps->origin, pml.previous_origin); // save old velocity for crashlanding VectorCopy (pm->ps->velocity, pml.previous_velocity); pml.frametime = pml.msec * 0.001; PM_AdjustAngleForWallRun(pm->ps, &pm->cmd, qtrue); if (pm->ps->saberMove == LS_A_JUMP_T__B_ || pm->ps->saberMove == LS_A_LUNGE) { /* if (pm->ps->velocity[0] || pm->ps->velocity[1] || pm->ps->velocity[2]) { //if we're doing a lunge and we have a velocity, force us to look in the direction we are //flying with the lunge vec3_t velAngles; vectoangles(pm->ps->velocity, velAngles); PM_SetPMViewAngle(pm->ps, velAngles, &pm->cmd); } else { //otherwise, if there is no valid velocity, just don't let us readjust the angles. PM_SetPMViewAngle(pm->ps, pm->ps->viewangles, &pm->cmd); } */ //FIXME: Use the above method, and don't let the angles mess up when you hit something. PM_SetPMViewAngle(pm->ps, pm->ps->viewangles, &pm->cmd); } // update the viewangles PM_UpdateViewAngles( pm->ps, &pm->cmd ); AngleVectors (pm->ps->viewangles, pml.forward, pml.right, pml.up); if ( pm->cmd.upmove < 10 ) { // not holding jump pm->ps->pm_flags &= ~PMF_JUMP_HELD; } // decide if backpedaling animations should be used if ( pm->cmd.forwardmove < 0 ) { pm->ps->pm_flags |= PMF_BACKWARDS_RUN; } else if ( pm->cmd.forwardmove > 0 || ( pm->cmd.forwardmove == 0 && pm->cmd.rightmove ) ) { pm->ps->pm_flags &= ~PMF_BACKWARDS_RUN; } if ( pm->ps->pm_type >= PM_DEAD ) { pm->cmd.forwardmove = 0; pm->cmd.rightmove = 0; pm->cmd.upmove = 0; } if (pm->ps->saberLockTime >= pm->cmd.serverTime) { pm->cmd.upmove = 0; pm->cmd.forwardmove = 50; pm->cmd.rightmove = 0;//*= 0.1; } if ( pm->ps->pm_type == PM_SPECTATOR ) { PM_CheckDuck (); PM_FlyMove (); PM_DropTimers (); return; } if ( pm->ps->pm_type == PM_NOCLIP ) { PM_NoclipMove (); PM_DropTimers (); return; } if (pm->ps->pm_type == PM_FREEZE) { return; // no movement at all } if ( pm->ps->pm_type == PM_INTERMISSION || pm->ps->pm_type == PM_SPINTERMISSION) { return; // no movement at all } if (gPMDoSlowFall) { pm->ps->gravity *= 0.5; } // set watertype, and waterlevel PM_SetWaterLevel(); pml.previous_waterlevel = pmove->waterlevel; // set mins, maxs, and viewheight PM_CheckDuck (); // set groundentity PM_GroundTrace(); if ( pm->ps->groundEntityNum != ENTITYNUM_NONE ) {//on ground pm->ps->fd.forceJumpZStart = 0; } if ( pm->ps->pm_type == PM_DEAD ) { PM_DeadMove (); } PM_DropTimers(); if (pm->ps->pm_type == PM_FLOAT) { PM_FlyMove (); } else { if (pm->ps->pm_flags & PMF_TIME_WATERJUMP) { PM_WaterJumpMove(); } else if ( pm->waterlevel > 1 ) { // swimming PM_WaterMove(); } else if ( pml.walking ) { // walking on ground PM_WalkMove(); } else { // airborne PM_AirMove(); } } PM_Animate(); // set groundentity, watertype, and waterlevel PM_GroundTrace(); PM_SetWaterLevel(); if (pm->cmd.forcesel != -1 && (pm->ps->fd.forcePowersKnown & (1 << pm->cmd.forcesel))) { pm->ps->fd.forcePowerSelected = pm->cmd.forcesel; } if (pm->cmd.invensel != -1 && (pm->ps->stats[STAT_HOLDABLE_ITEMS] & (1 << pm->cmd.invensel))) { pm->ps->stats[STAT_HOLDABLE_ITEM] = BG_GetItemIndexByTag(pm->cmd.invensel, IT_HOLDABLE); } // weapons PM_Weapon(); PM_Use(); if (pm->ps->pm_flags & PMF_UPDATE_ANIM) { // PM_UpdateGhoul2AnimFromState(); } // footstep events / legs animations PM_Footsteps(); // entering / leaving water splashes PM_WaterEvents(); // snap some parts of playerstate to save network bandwidth trap_SnapVector( pm->ps->velocity ); if (gPMDoSlowFall) { pm->ps->gravity *= 2; } } /* ================ Pmove Can be called by either the server or the client ================ */ void Pmove (pmove_t *pmove) { int finalTime; finalTime = pmove->cmd.serverTime; if ( finalTime < pmove->ps->commandTime ) { return; // should not happen } if ( finalTime > pmove->ps->commandTime + 1000 ) { pmove->ps->commandTime = finalTime - 1000; } if (pmove->ps->fallingToDeath) { pmove->cmd.forwardmove = 0; pmove->cmd.rightmove = 0; pmove->cmd.upmove = 0; pmove->cmd.buttons = 0; } pmove->ps->pmove_framecount = (pmove->ps->pmove_framecount+1) & ((1<ps->commandTime != finalTime ) { int msec; msec = finalTime - pmove->ps->commandTime; if ( pmove->pmove_fixed ) { if ( msec > pmove->pmove_msec ) { msec = pmove->pmove_msec; } } else { if ( msec > 66 ) { msec = 66; } } pmove->cmd.serverTime = pmove->ps->commandTime + msec; PmoveSingle( pmove ); if ( pmove->ps->pm_flags & PMF_JUMP_HELD ) { pmove->cmd.upmove = 20; } } //PM_CheckStuck(); }